Letztes Thema vor 21 T.

Making sure you're not a bot! Forum

eab.abime.net ↗

vBulletin-Forum auf Englisch.

Diskussionen pro Tag
0
Eingesammelte Diskussionen
7
Rubriken
0
Beobachtete Quellen
1
Software
vBulletin

Neueste Diskussionen

Alle 4 Stunden aus dem öffentlichen Feed des Forums eingesammelt. Wiedergegeben werden nur Titel, Link und der Anfang der Nachricht; jeder Link führt zur Quelle zurück.

Sonic 060

Sonic 060 is an unofficial fan made port of Sonic The Hedgehog for high end accelerated AGA Amigas. It was 100% vibe coded by me with Claude, and it is based on architecture, research and design choices made by reassembler and RetroRic of the Aonic project. To see the full details of each developer's contributions to Sonic 060 as well as how the training information was obtained please read credits.htm in the zipfile. I am writing this post to release Sonic 060's first public alpha test build. It likely contains some bugs, but it is a fully playable port of Sonic 1 with all the zones, bosses, sound effects and music. Sonic 060 requires a bare minimum of AGA and 8MB fast RAM. It runs full speed most of the time on a 68060 / 50MHz. Hence the name Sonic 060. That was the target. In theory it should be possible to run it on lower end AGA Amigas if you have enough fast RAM but performance will suffer. Please read the readme file in the zip for information on controls, cheat codes, rewind functionality, and how to submit bug reports. The future of AI is enjoying the 90s ;) Enjoy! If people like it I will attempt Sonic 2 next. http://www.afrotechmods.com/Sonic060.zip Attached Thumbnails

V-WARS - New Voxel based space combat game

After completing work on my last Amiga shooter ( G-WARS ), I thought I would try something a little more ambitious this time :) I've always loved the early Wing Commander games and also X-Wing,Tie-Fighter and FreeSpace and I've also always been fascinated by voxels so I thought I would have a go at building my own voxel based space combat game inspired by the greats. This game will be aimed at PiStorm but might be playable on slower 68k platforms like Vampire FPGA and may even be playable on a real overclocked 68060, I've no idea at this stage of development. But it will require a 32-bit color RTG display, that much is certain as it uses my own SDL2 library (which was also used recently for Exult, FreeSynd and DuneLegacy). I've no idea how playable the initial demo is on a PiStorm as I haven't had a chance to try it myself yet but hopefully it plays okay for people. The current demo hasn't been optermized so definitely more to come. It only has mouse control, I did try and support digital Amiga joysticks but it was just horrible to control. I've been using AI to help me put this game together, as much as I enjoy coding C++ myself it would take me about 100 years to code a game like this one my own so without AI assistance it would never happen. This little demo has been put together over the past month :shocked If I can get it working well enough on the Amiga then I'll try and publish a PC version on Steam eventually, see how we go. Anyway, if you are interested in following

UrbX Warriors 16-bit version on Kickstarter.

The Kickstarter campaign for Amiga AGA, CD32 and Sega Megadrive versions of UrbX Warriors is now in it's final week. UrbX Warriors: The Lost City (16-bit Edition) by Tony Warriner » UrbX Warriors: The Lost City (16-bit Edition) by Tony Warriner — Kickstarter

Babylonian Twins released!

https://bithunch.itch.io/babylonian-twins You might want to grab the ADF's before they change their minds again. WHDLoad slave, anyone?

SPS Decoder Library 5.21 full source code and binary release

We have a new version of the SPS Decoder Library and the full source code is available, right now. The library enables IPF and raw image file playback in emulators and other tools. This is a major milestone in the long history of SPS Decoder Library releases. There are fixes and enhancements as usual, as well as new key features: • Major rework in C++17 using standard types to help integrating the library better with modern codebases. This makes it fully compatible with modern C or C++ code, while retaining compatibility with other languages via its C API. Information on updating existing codebase is part of the documentation released with the source code. • Single codebase for all supported platforms (Windows, macOS, Linux) rather than different archives and sources. Updating the library to different platforms has been a long standing issue, delaying the release of the source code for various platforms. Now it is possible to keep all platforms up to date. • Library source releases are now automatically updated and in-sync with the latest relevant DTC and SPStudio backend code. Having the latest code benefits the library as it automatically inherits changes, fixes and additions from other tools using the same backend. • Last, but not least, the library development documentation including full API documentation is available as part of the source code release. Note: the original release was 5.20, 5.21 fixes an image locking problem - so please use 5.21 We also have some future

Ami::Blocks + AmiCC23 v1.2 — Faster, Safer, Stronger

Ami::Blocks + AmiCC23 v1.2 is here, and this release has one major focus: Make the compiler more reliable, more robust and much harder to break with real-world Amiga software. Rather than simply adding more features, a huge amount of work has gone into auditing, stress-testing and hardening the entire AmiCC23 optimisation pipeline. And one game in particular helped us do it... https://jpl64.itch.io/amiblocks-cc23

Rescue on Fractalus!

Potential beta testers ahoy: Here's an Amiga port of the 1985 Atari 8-bit version of Rescue on Fractalus! from Lucasfilm Games. It should look exactly like the original (for better or worse) but it runs around 25 FPS on an Amiga 500. This initial release should be considered a beta version; please report any bugs you find. Answering the obvious question: Yes, there's definitely potential to improve this with proper Amiga graphics and sound and to increase the resolution of the 3D view. This faithful port is the first step towards that so it'd be great to iron out any kinks first. Attached Files RoF.lha (177.4 KB)

AmiBlocks IDE + AmiCC23 — Modern C development on the Amiga

Hi everyone, For some time I've been working on a project that has grown into something considerably bigger than I originally expected, and I think it's finally time to properly introduce it to the Amiga community. It's called AmiBlocks, and alongside it I've been developing a new compiler toolchain called AmiCC23. The overall goal is quite simple: To provide a modern, integrated C development environment that runs on the Amiga itself. AmiBlocks IDE AmiBlocks is a native Amiga IDE inspired by Code::Blocks. I wanted something that provided the sort of development workflow we're accustomed to on modern systems, while still feeling at home on an Amiga. Rather than editing a source file, dropping into a Shell, invoking a compiler, examining the output and then launching another tool to debug it, AmiBlocks attempts to bring the complete development process together. The basic workflow is: Create Project ? Edit ? Build ? Debug ? Run all from within AmiBlocks. AmiBlocks currently provides features including: • Project and workspace management • Multiple source files and editor tabs • C source-code editing • Syntax highlighting • Code folding • Project creation wizard and templates • Integrated build system • Build progress feedback • Compiler diagnostics • Build logs and messages • Debug and Release configurations • Integrated debugger • Breakpoints • Variable watches • Memory inspection • Debug controls • Workbench integration • Example projects • Integrated AmiCC23 toolchain A maj

7 Diskussionen eingesammelt seit 2. September 2026. Dieses Forum nach Stichwort beobachten →