This repository provides and demonstrates an automation workflow for certain aspects
of development in 68K assembly for the Commodore Amiga series of computers.
It has been developed for use in a Linux environment using 'freely available' tools.
FOSS tools are used
as much as possible, but some components (e.g. vasm
and vlink
) are distributed
under their own licenses.
The following features are provided and demonstrated:
- Conversion of GIMP authored image assets (*
.xcf
) into.png
,.iff
and.raw
(interleaved) formats - Generation of palette (
COLORxx
register) data for image assets in copper list format - Host compilation of assembler (
vasm
) and linker (vlink
) tools included. - Building to a UAE emulated hard drive (
dh0
) folder - Building of a bootable AmigaDOS floppy disk format image (
ADF
) file. - A Unix Makefile to automate building on the host machine
- A GitHub Actions (GHA)workflow for CI/CD automated building in the the cloud.
- Only RAW files with 'interleaved' bitplanes data are generated (no 'back-to-back' support)
- Only images for low resolution (non-EHB) mode apps are supported.
- No compression/packing support.
- No special treatment for AGA
- Bare bones 'no frills' bootable AmigaDOS ADFs. i.e. no loading messages etc.
This repo contains source code for a simple Amiga demo using Bitplanes (playfield), Blitter objects (BOBs) and Sprites. This demo was made using samples of example code from the excellent book 'Bare-Metal Amiga Programming' by E. Th. van den Oosterkamp, and used under his permissive license terms.
The app was also developed in the equally excellent
Amiga Assembly
extension for Visual Studio Code (VSCode).
VSCode is not required for this workflow but this repo structure matches the example project
and aims to be compatible with its structure. e.g. the emulated hard drive uae\dh0
is the
destination for the built binary.
A host Linux environment is expected. This project has been developed under Debian based Linux x86_64 distros (e.g. Ubuntu) Other environments may need some modifications to run.
Some additional tools are required to be installed and made available in the PATH
.
These are automatically installed by the GHA workflow
but will need to be installed manually to run on a local host machine.
GIMP is required to convert GIMP native (*.xcf
)
indexed colour mode image asset files into
an intermediary PNG
format.
GIMP may already be installed on your Linux distro. If not it can be installed either through
your distro package manager (e.g. Debian apt
:)
sudo apt install gimp
or as a flatpak from FlatHub
ipng2iff is used to create ILBM
/IFF
image files as used on the Amiga from PNG
source files exported from GIMP.
ipng2iff
has to be built from source. To do so requires you have a working
RUST environment setup.
git clone https://github.com/m0ppers/ipng2iff.git
cd ipng2iff
cargo build -r
Once ipng2iff
has built, you need to move it to somewhere where it can be found in your $PATH
. e.g.
sudo cp target/release/ipng2iff /usr/local/bin
ilbm2ppm
is used to fetch metadata about IFF image files.
It is part of the netpbm
toolkit.
netpbm
can be installed using your package manager. e.g. for Debian apt
:
sudo apt install netpbm
amitools is used to create floppy disk (ADF
) images using
xdftool
To install amitools, first make sure you have a working python3 environment. Then amitools can be installed with these commands:
python3 -m pip install --upgrade pip setuptools wheel
python3 -m pip install amitools
Your source (.xcf
) GIMP files should be using
indexed color mode, not 'RGB'.
You can convert an RGB image into indexed using GIMP from the menu:
Menu->Image->Mode->Indexed...
A dialog will be presented allowing you choose the number of colours and whether you wish to use dithering etc.
Whilst not absolutely required, the workflow will work better if you stick to certain naming conventions for your image assets.
By default the copper list output of palette data will begin at colour palette index 0
(COLOR00
/0xdff180
) and proceed incrementally. This behaviour can be changed by using naming conventions
for the source (.xcf
) image files:
If you are developing a dual-playfield app, it's likely that for images destined for playfield 2 you
will need the palette to start from the 'even bitplanes' palette of COLOR08
/0xdff190
(See the HRM
for more details)
This can be achieved by including the text 'pf2
' somewhere in your image source filename.
Sprites 0-7 operate in pairs and share a palette of 4 colours. As per the HRM
16 Unused 00 |
17 Color 1 01 |
18 Color 2 10 |-- Sprites 0 and 1
19 Color 3 11 _|
20 Unused 00 |
21 Color 1 01 |
22 Color 2 10 |-- Sprites 2 and 3
23 Color 3 11 _|
24 Unused 00 |
25 Color 1 01 |
26 Color 2 10 |-- Sprites 4 and 5
27 Color 3 11 _|
28 Unused 00 |
29 Color 1 01 |
30 Color 2 10 |-- Sprites 6 and 7
31 Color 3 11 _|
By including e.g. spr0
in your filename the copper list palette will be output starting at the appropriate colour index.
Note, that for each sprite pair only one palette file is generated. In the case of multiple source files for the same sprite
pair, the last one to be processed will be used as the source for palette data.
The Makefile
is invoked by the command:
make <TARGET>
Where <TARGET>
is an optional specified component. If <TARGET>
is not specified it will default to 'all
'
The various useful targets are described in the table below
Target | Description |
---|---|
all |
Convert assets, build tools, assemble source .s files into .o object files and link program into uae/dh0 . |
adf |
Everything in the all target PLUS generation of floppy disk image (ADF) file. |
assets |
Only converts image assets (and generates palette include files) |
tools |
Only builds the tools (vasm & vlink ) |
The Makefile also supports a set of 'clean-up' targets to remove files:
Target | Description |
---|---|
clean |
Removes built target program and .o object files. |
clean_adf |
Removes the floppy disk image (ADF) file. |
clean_assets |
Removes converted image asset files (and generated palette include files) |
clean_tools |
Removes object and executable files for the tools (vasm & vlink ) |
clean_all |
Removes all of the above |
The image asset conversion script (convert_assets_to_raw.sh
) is located in the scripts directory.
It's used by the Makefile
, but it can also be used standalone to do more selective conversions if required:
Passing -h
(or --help
) to the script shows usage information:
$ ./scripts/convert_assets_to_raw.sh -h
usage: convert_assets_to_raw.sh [options]
Options:
-a,--asset-dir <dir name>
Use dir <dir name> to find source assets and place output assets.
Defaults to ./assets
-d,--delete-ints
Delete intermediate files (PNGs & IFFs).
-i,--include-dir <dir name>
Use target dir <dir name> for palette include files. <dir name> MUST exist.
Defaults to same dir as --asset-dir
-n,--dry-run
Show what would be done only. Do not actually [over]write or delete any output files.
-p,--png-iff
Include generation of IFF files from PNGs.
-r,--iff-raw
Include generation of RAW bitplane data files from IFFs.
-s,--inc-pal
Include generation of palette ASM include code files from IFFs.
-x,--xcf-png
Include generation of PNG files from XCFs.
This repository includes a GitHub Actions (GHA) workflow for automated build and ADF packaging in the cloud using a GHA hosted Ubuntu 24.04 (LTS) runner image. Successful build artifacts (ADFs) can be downloaded from the Actions tab