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Dave Poo 2
United Kingdom
เข้าร่วมเมื่อ 2 ก.ค. 2018
I make videos about Retro computers like the Amiga and C64. Also doing some Retro live streams.
Lets Play Ghouls 'N' Ghosts on the C64
Too late for a Halloween video. I don't think so. Ghouls 'n' Ghosts is a really good game for the Commodore 64 ... but hard ... very hard.
Watch the short bloopers here th-cam.com/users/shortsHN1UQa_lN3A?feature=share
Chapters:
0:00 Intro Screen & Titles
1:25 The Haunted Graveyard
7:42 The Village Of Decay
15:59 Baron Rankle's Tower
Links:
www.c64-wiki.com/wiki/File:titel_ghouls_n_ghosts.png
www.c64-wiki.com/wiki/File:GhoulsnGhosts_Cover_front_1.jpg
pixabay.com/sound-effects/search/swoosh%20fast/ - Swoosh 3 sfx
Used in Thumbnail:
www.c64-wiki.com/images/6/60/GhoulsnGhosts_Werbung.jpg
Watch the short bloopers here th-cam.com/users/shortsHN1UQa_lN3A?feature=share
Chapters:
0:00 Intro Screen & Titles
1:25 The Haunted Graveyard
7:42 The Village Of Decay
15:59 Baron Rankle's Tower
Links:
www.c64-wiki.com/wiki/File:titel_ghouls_n_ghosts.png
www.c64-wiki.com/wiki/File:GhoulsnGhosts_Cover_front_1.jpg
pixabay.com/sound-effects/search/swoosh%20fast/ - Swoosh 3 sfx
Used in Thumbnail:
www.c64-wiki.com/images/6/60/GhoulsnGhosts_Werbung.jpg
มุมมอง: 399
วีดีโอ
Menace Source Code Part 6 - Music / Mod Player
มุมมอง 4082 หลายเดือนก่อน
Part 6 of the Amiga Format Menace series. Let's try and get some music working as the Amiga Format source code doesn't have any. Source code for this video: github.com/davepoo/Menace-Amiga-Format/ The 1988 Amiga game 'Menace' that was published in Amiga Format in 1990, this repo contains source code and changes that were made for the TH-cam video series about it on www.youtube.com/@DavePoo2 The...
Menace Source Code Part 5 - Fixing Glitchy Graphics
มุมมอง 5642 หลายเดือนก่อน
Part 5 of the Amiga Format Menace series. Let's take a look at the graphics glitches that appear when running on the Amiga 1200 Source code for this video: github.com/davepoo/Menace-Amiga-Format/ The 1988 Amiga game 'Menace' that was published in Amiga Format in 1990, this repo contains source code and changes that were made for the TH-cam video series about it on www.youtube.com/@DavePoo2 The ...
Menace Source Code Part 4 - Missile to Alien Collision Detection
มุมมอง 3992 หลายเดือนก่อน
Part 4 of the Amiga Format Menace series. Let's take a look at the missile to alien collision detection not working on the Amiga 1200 Source code for this video: github.com/davepoo/Menace-Amiga-Format/ The 1988 Amiga game 'Menace' that was published in Amiga Format in 1990, this repo contains source code and changes that were made for the TH-cam video series about it on www.youtube.com/@DavePoo...
Menace Source Code Part 3 - Startup/Shutdown Code and Upgrade to Workbench 3.2
มุมมอง 7303 หลายเดือนก่อน
Part 3 of the Amiga Format Menace series. I'm trying to get the game to run on the Amiga 1200 and to assemble with the Amiga NDK 3.2 I'm going to take a look at the system takeover code as I believe that is one of the reasons why it doesn't work (and try to fix it). Source code for this video: github.com/davepoo/Menace-Amiga-Format/ The 1988 Amiga game 'Menace' that was published in Amiga Forma...
Menace Source Code - Assembling 30+ Years Old Amiga Format Code
มุมมอง 2.4K3 หลายเดือนก่อน
In this video we are going to take a look at the game Menace for the Amiga. Source code for this game was published over several editions of Amiga Format in 1990. Going to have a go at getting the source code together and getting it to compile and run (on an actual Amiga using comparable tools of the time). Links & Credits: th-cam.com/video/KzYmJGepOtk/w-d-xo.html - Part 1 of this series where ...
First There Was Menace - An Open Source Amiga Game From 1988
มุมมอง 4K3 หลายเดือนก่อน
In this video we are going to take a look at the game Menace for the Amiga. This game is an early example of a commercial game going open source (via Amiga Format) and perhaps is the first commercial game to go open source on the Amiga? Links & Credits: archive.org/details/amiga_3 - Computer Chronicles 1989 - Amiga 2500 - A look at the new Amiga models including the Amiga 2500 and new software ...
Installing Devpac 3 Assembler #UPDATE (.gs files / assembler control settings)
มุมมอง 6058 หลายเดือนก่อน
An update to the previous video on installing "Devpac 3" an Amiga. I've found out some things that make the install make more sense and the reasons why the assembler was able to find .i files that don't seem to exist on my drive. th-cam.com/video/m0TwMMLjjak/w-d-xo.html - Part 1 - Installing Devpac 3 th-cam.com/video/9hCXw0qPwJM/w-d-xo.html - My video all about this software and what it does. T...
Installing Devpac 3 Assembler (Amiga 1200 Workbench 3.2)
มุมมอง 6448 หลายเดือนก่อน
In this video all I'm going to do is install "Devpac 3" an Amiga machine code assembler to the hard drive (or in this case and SD card to IDE drive). The reason I'm doing the video as it wasn't totally straight forward to get it going. It seems that back in the day, installing programs wasn't always a simple as just clicking the installer program and going to make a cup of tea, you had to do a ...
Looking Back at Champions of Krynn for the Amiga
มุมมอง 1.4K10 หลายเดือนก่อน
In this video I'm going to try and get Champions of Krynn (RPG) working on an Amiga 1200. This was a game that I played on the C64 back in the day and I still own my original copy of. This game was designed and tested before the introduction of the Amiga 1200 and the AGA chipset (and even just before workbench 2.0) so I don't have a total success in getting it to work. This is a non WHDLoad vid...
Lets Take A Look At The Sinclair ZX81 (+composite mod)
มุมมอง 92811 หลายเดือนก่อน
In this video, we are going to take a look at a Sinclair ZX81, a classic computer of it's time. We'll get it going an do a composite modification on it so it's easier to use on newer monitors. Carnival Steve. Somerset Carnivals and Adventures. www.youtube.com/@CarnivalSteve ZX81 Wikipedia: en.wikipedia.org/wiki/ZX81 The Composite output MOD: www.bytedelight.com/?page_id=3560 Music: 'Interstella...
Why is Retro Computing like Star Wars?
มุมมอง 797ปีที่แล้ว
In the outer rim , you do what you must to keep your old technology working. If you are into retro computing, it's the same story. Links: Dixons Picture - commons.wikimedia.org/wiki/File:Laat_165-167,_Dixons._Lijstgevel,_kroonlijst,_segmentbogen._-_RAA011003477_-_RAA_Elsinga.jpg Fatty_McStripeyshirt_and_the_Commodore_64_(3058719137).jpg - commons.wikimedia.org/wiki/File:Fatty_McStripeyshirt_and...
Fixing Nintendo Game Boy Battery Damage - Part 2 of 2
มุมมอง 303ปีที่แล้ว
In Part 1 we cleaned up all the battery damage on 2 Game Boys. In part 2, I see if I get either of these things actually working. Part 1: th-cam.com/video/7tAWvp2rTro/w-d-xo.html Links: 'Interstellar Sentinel Challenge 01' by Chris Huelsbeck, used under a royalty-free license, please visit www.patreon.com/chris_huelsbeck for more info! Chapters: 0:00 Last Episode Recap 1:48 Power Measurements 7...
Fixing Nintendo Game Boy Battery Damage - Part 1 of 2
มุมมอง 405ปีที่แล้ว
Fixing Nintendo Game Boy Battery Damage - Part 1 of 2
SEGA Game Gear - Repair & Screen Upgrade
มุมมอง 1.8Kปีที่แล้ว
SEGA Game Gear - Repair & Screen Upgrade
How NOT To Install HippoPlayer on Your Amiga
มุมมอง 759ปีที่แล้ว
How NOT To Install HippoPlayer on Your Amiga
I got some original C64 disks (will any of them work?)
มุมมอง 457ปีที่แล้ว
I got some original C64 disks (will any of them work?)
Was This The First Amiga Game To Receive an Update? (Project X - Amiga)
มุมมอง 1.3Kปีที่แล้ว
Was This The First Amiga Game To Receive an Update? (Project X - Amiga)
Programming the Amiga to Play a Sound (C/C++)
มุมมอง 2.8K2 ปีที่แล้ว
Programming the Amiga to Play a Sound (C/C )
Open Source Scan Converter (OSSC) Update (LG TV Lag Test + Workbench Test)
มุมมอง 7292 ปีที่แล้ว
Open Source Scan Converter (OSSC) Update (LG TV Lag Test Workbench Test)
I got an Open Source Scan Converter (OSSC) for my Amiga (and I don't regret it)
มุมมอง 3.3K2 ปีที่แล้ว
I got an Open Source Scan Converter (OSSC) for my Amiga (and I don't regret it)
Remembering how to use AmigaDOS (because it's been like 30 years)
มุมมอง 3.6K2 ปีที่แล้ว
Remembering how to use AmigaDOS (because it's been like 30 years)
The Sega Game Gear Won't Power On (recapping the power board)
มุมมอง 3.4K2 ปีที่แล้ว
The Sega Game Gear Won't Power On (recapping the power board)
Modern C64 PSU - 1541-II DIN Connector Update
มุมมอง 5002 ปีที่แล้ว
Modern C64 PSU - 1541-II DIN Connector Update
Looking back at Devpac 3 - Amiga Assembler, Linker & Debugger
มุมมอง 6K2 ปีที่แล้ว
Looking back at Devpac 3 - Amiga Assembler, Linker & Debugger
Comparing the ARMSID, Nano SwinSID & MOS 6581 Sound Chips for the C64
มุมมอง 3.6K2 ปีที่แล้ว
Comparing the ARMSID, Nano SwinSID & MOS 6581 Sound Chips for the C64
Thanks for sharing.
To have 1980's eyes - consider the cost of memory at the time. Youth may not appreciate that. in 1980 64k would cost $400 that is 1980 dollars with inflation that is roughly $4000 today, in 83? 256k cost $600 about $3000 today; by 1985 that $600 would buy 1 Megabyte of Rame or about $2500 of todays money. CPU's also cost a lot. Appreciate that upgrading a computer's memory or CPU was not a trivial expense. When the Macintosh was introduced for $2500 in 1984 was about $12,000 todays money so you can see few could consider it and Apple nearly went bankrupt.
@@BlondieSuperdog yeah. I saw something with Jay Miner where he wanted the original Amiga to have at least 512kb as standard because he knew that the cost of memory would have fallen enough by the time the Amiga was due for release. He got overruled and it shipped with the 256kb, which was barely enough to run that system and actually be able to do anything with it. The A500 fixed that by putting the 512kb on board, but other than that it was basically a cost reduced Amiga 1000.
Hi Dave, all the best wishes from the Netherlands. Hope you are doing fine. Kind regards, The MOS 6502.
Thank you for your reply, The humble MOS 6502 processor.
It's going to receive even reboot ❤ I'm working on official Project X Light Years (demo on Steam)
I have the same drive. Almost exact issue with stepper. I think the driver might be busted.
I still have the drive. It's still broken.
@@DavePoo2 seems like stepper motor is bad on mine, vibrating and not moving as intended
I remember testing this, but it was of course pointless - back in the day I didn't have any hardware synths. But the Amiga still kickstarted my music production hobby with its trackers. It was an awesome machine and moving on to the PC felt like losing a friend.
It took ages for the disk to load up, and made those horrible loading noises.
@@barados2006The C64 disk drive was famously slow
Being able to copy games. I remember as a kid we all had lists of games we had. We'd swap our lists and then swap discs, copy our games at home then bring em into school the next day. We all literally had thousands of games.
Good game but way too hard. One slip of the mouse and it's game over.
@@steve16384 oh yeah 👍 those were the days! I think there is nothing wrong with the difficulty but nowadays there would be multiple difficulty options and this would just be one of them. There wouldn't be anything wrong with an even harder difficulty as a new game+. I think one of the issues is that if you do finish a level and lose a lot of soldiers, there really is no point carrying on as you would never get to the end of the game, so probably an infinite amount of lives would have been a better option (so you don't end up replaying missions to reduce the casualties), and having limited soldiers as the harder option (which could then lead to an even harder difficulty with less soldiers).
The code in menace is incredibly dirty and inefficient, but that's how it would have been in the early days. I learned to code the amiga the hard way: with a disassembler and monitor - change something and see what it did. I ordered the HW ref manual at the local library and I think it turned up 10 years later :)
I remember working on my own shutdown/startup code extensively back in the day. I collaborated with a number of other people and I think we came up with a pretty good universal sys shutdown and restore, along with loads of detection functions for various hardware. Someone already called the blitter waits, which was pretty standard practice (even using a double wait if I remember). Other interesting tricks which these videos conjured up in my memory was clearing the screen with blitter and CPU at the same time (half each) as they could do it in half the time. I seem to remember that the cpu ran on even clock cycles and the custom chips on the odd cycles so you could use that to your advantage. Great times :)
The double waits were to account for a "bug" in the original Agnus chip, which wouldn't set blitter busy bit until the blit had actually started. So you could request the blit, then then check the busy and it would say it was free (and then some people code would continue on with a second blit which would overwrite the previous). That was fixed in Fat Agnus as far as I know so it should only affect the Amiga 1000 (I've ignored it in this series as I think I plan to support AGA/68020 only as I move forward), the fix was to check the blitter busy flag twice before acting on it.
Interesting watch, this series. I remember this being published back in the day. Almost made me want to get the old devpac out again, although I never got to try devpac 3, I had some wierd enhanced(?) devpac 2 which I used until the end.
I never used 3 back in the day, I think I just used the version that was given away on Amiga Format. It's certainly a clunky way to write an Amiga game these days, but ultimately it's not a far cry from the modern IDE experience we have with Visual Studio etc. Today, 'C' would be a better choice of language than assembly for making a game (check out the Amiga C/C++ extension for VSCode if you want that).
SIDKICK suena mejor, no es 100% pero creo que es mucho mejor opcion que SwinSID
Hard like me...
Funny 😂
Sounds like a man trying to move a heavy sofa by himself
Great video Dave. I enjoyed that one especially when you thought you were done but the continues kept bringing you back for more. Sign of a good game 😁
@@retrojb101 oh yeah! It's good when you remember a game being good back in the day, and you return to it and find out "it's still good!"
The great Tim Follin flexing his musical muscles
@@thegreathadoken6808 Personally I think these tunes are his best.
even tho i am c64 thru and thru, for some reason, I didn't know this made it to the c64. I had it on the Amiga and probably assumed that it would have been too difficult to make it for the 8-bit. looks pretty good, and definitely seems as hard as the other versions.
@@jameswelch2850 yeah it is a reasonably complex game for the tiny 8 bit computer. This was the version I played back in the day and had a lot of fun with. I always thought the music was good back then, but in retrospect it was some of the very best. I only played the Amiga version in recent years and the fact that it locks the scrolling at certain places I find super frustrating. I assume they did that as an artifact of the way they implemented the scroll buffer, but the C64 had no such limitation so the 16 bit version looks better in screenshots but plays much worse.
Still have the original boxed disk version of this game. It's a pretty tough game. I had to use poke cheats.
@@retro_noix nice. I've still got the cassette version. It's well ard! I think I got to the last level, but not sure that I finished it.
I recall seeing a red car with the reg HISOFT back in around 2020-2021. I thought, "That's got to be the owner of HiSoft". A quick Google later that day confirmed it to be so. Turned out he lived local for a number of years, and I'd never known. Pretty cool, I thought
For the case you could consider sandblasting. The over-bleaching is likely very superficial, but fine abrasives like creme cleanser or melamine foam "magic" erasers will make the surface too shiny.
@@thromboid I'm willing to live with my mistake. There are brand new cases in production, so I think that would be a better alternative than giving the current one any more abuse.
I feel your pain, though in my case it was the keys that came out blotchy, marbled and ghostly, as I used a zip-lock bag for those. The case came out nice overall - I didn't use plastic film but brushed on creme developer with corn starch and left it open in a big plastic box - apart from some overbleaching where condensation had dripped onto it. The keys were also crackly from the sun damage, which probably didn't help. I think bags or film are just asking for uneven results. 12% peroxide is quite capable of bleaching beyond the original colour!
Or rather, where evaporation occurs, the peroxide concentration increases to the point where overbleaching can occur. I think drips of the condensation may also be highly reactive, judging from my imperfect results.
Next time I would definitely make a jig for holding the keys in the correct order and orientation so that any unevenness is less noticeable.
How does this compare to what Photon of Scoopex uses for his Assem tutorial series? th-cam.com/video/p83QUZ1-P10/w-d-xo.html
@@Nebulous6 seems similar
Awsome! Hare Krishna
Sigh... behind every computer related failure, it's always the management. Even on the console side, Sega lost because of their management. We probably would have better consoles if Sega let their fabulous teams do what they did best. It sounds a lot like that for the Commodore.
Cool, my 1200 having an indivision + terriflefire 060 uses 2.03 amps at 5.5v if the voltage is lowered it will reset when formating floppys very interesting video need to take this into account when building my new PSU.
Everytime i load the Commodore 64 games from the tapes, i always love to watch the loading screens and listen to the loading tunes - such as Ocean Loader 1-5. And let's not forget the legendary loading sounds of NovaLoad from U.S. Gold, Ocean, Imagine and Elite 😺👍🕹️. Greetings from Vantaa, Finland 🇫🇮.
Greetings 😺👍🕹️! First of all... COMMODORE 64 FOREVER 😺👍🕹️! Press play on tape LOAD "*",8,1 AMIGA FOREVER 😺👍🕹️! Insert disk 💾 2 And Second of all, a new retrospective channel subscriber / longtime retro gamer 🕹️ from Vantaa, Finland 🇫🇮. Thank you 😸😺👍🕹️.
There's a new and official sequel coming called Project X: Light Years. Check it out.
There totally is! unbelievable. I didn't know anything about it. store.steampowered.com/app/3080530/Project_X_Light_Years/
Putin should have played level 8 before he started on ukraine
The original developers of the AMIGA were responsible for making the best 8bit computer , the ATARI line of computers . They were the ones that were pushing for a major change in home computer technology . A graphics workstation that didn't need a graphics card .
The reason it crashed when you put the mod at the start is that it would have been trying to start executing the code from where the mod was in memory. Even though it's a data section code execution starts in the first section.
@@darrencoles8857 oh. That isn't what I was expecting. it being a data section, it shouldn't be executed anyway, I thought the assembler/linker would figure that out. Anyway, shows what I know, there was a lot of muddling around in this video.
Which reminds me I need to get my next Amiga video done. :)
...and lo, Dave said let there be music, and there was music and Dave saw that it was good.
and lo, Dave saw that 4 DMA audio channels were enough to make a bangin' tune
As a noob , i would change code and have problems because some of my data was after my subs. Then i would get odd adress data reads or just offsets changing etc. Btw im still a noob.😂 Thanks for videos, there awesome fun.
Back in the day I did find the Devpac 3 integrated editor did have a few bugs at least in the relatively early version I had, so after a while started using another editor (think I used a coverdisk version of CygnusEd) and assembled on the command line (GenAm). Regarding blitter, on "old school" Amiga hardware while display was being drawn there are eight memory access "slots" per low resolution pixel and every bitplane uses one slot, so using 6 bitplanes there are only two slots spare. The blitter has priority over the CPU for a certain number of memory accesses then the blitter yields (if you don't set the "blitter nasty" flag), something like three blitter accesses to one CPU access so when code is in chip memory, the graphics are being drawn and the blitter is active the CPU is REALLY slowed down. There are gaps between drawing each line of the display and a larger game between the last and first line which is why a lot of game/demo code has the copper trigger an interrupt near the end of the display and code triggers off that. Anyway, small blits can often get done before a 68000 CPU is even able fetch and execute the next instruction. With all the various advantages of the 68020 including higher clock speed, and caches this is no longer true.
Great series! Hope to see more like this.
@@em00k can't guarantee how often, but I have already started working on the next episode
i get a total of 4 frames lag, or 66.68 ms (at 60FPS) through my OSSC and LCD TV combined
How frustrating to discover after all those changes that it was the *assembler* that was the problem!
Well, all those changes were still required. But I did spend quite a while messing about trying to figure out why it wasn't working. I only found out when I started commenting out code and nothing was changing. When I closed down DevPac it seemed like it had an earlier version of the file open (and in memory) and it was always compiling that one instead of the version I was editing. The only good take away was that at least my changes to the file were being saved.
@@DavePoo2 Well, all's well that ends well, I guess. Imagine if you hadn't figured it out when you did. You might STILL be scratching your head and pulling out your hair!
Sanity check - Stub out macro, make artifacts come back.
@@PaulOvery001 I'm happy it's working as it runs perfectly every time. Ideally it would need to be run on faster 68000s to see if I have caught them all. As in some places, maybe even the 68020 wouldn't be able to catch up before the blitter finished.
Two things: "clr" is a bad idea on 68000 but good on 68020+. If you were so inclined you could just mark all the code as residing in chipram and turn on blitternasty - that would probably have fixed it without any wait inserts. I don't know if that would have made it too slow for a pure 68000 though.
@@NorthWay_no I didn't want to turn on blitter nasty as it's just throwing away any performance you can get from running the blitter concurrently. But even with that on, I think the CPU could still execute depending on conditions. As for the chip ram, I believe this game already marks the code as wanting to be in chip ram, so could change that to get even more speed. I the CPU can get access to chip ram on 68020 whilst the blitter is running as it can go in-between Dma cycles.
@@NorthWay_no what's the deal with CLR?
@@DavePoo2 The 68000 will - for some unfathomable reason - do a read before it writes 0. That can have both unintended consequences with hw and is slower or no faster than a move #0. The 68020 and later will just do a fast 0 write.
I would suspect it does a read because to write a 0 it is doing an 'exclusive or' with itself to get the zero. Looks like the CLR and EOR instructions take exactly the same amount of time. wiki.neogeodev.org/index.php?title=68k_instructions_timings But looks like you are right, if you want to do a CLR.L, then it's quicker to do a a MOVEQ #0, D0 instead as that will clear the entire long word. But if you want to do a CLR.W or CLR.B then you can't use MOVEQ as it always affects the entire longword.
@@DavePoo2 MOVEQ only works on data registers, not address registers and/or memory locations. Clearing an address register can be done by subtracting the register by itself. For clearing memory you can use CLR
The 68000 had also been used in the first grouping of Lisa and Mac Computers as well from the Lisa to the Mac Plus.
I must admit the Amiga Blitter has been my nemesis on more than a few occasions. These videos contain some really useful information that most people have to learn the hard way. The way you are explaining things and showing your thought process is fantastic. Well done.
@@pixelplopWith all those parameters you need to set correctly to do a blit, it would be easy to mess it up. It also shows that it only took the next processor iteration in the Amiga to mess up lots of games. The 1200 is probably able to access memory on every clock cycle and coupled with the CPU cache, it's way faster than A500 which unfortunately meant lots of software would just stomp over an ongoing blitter operation. It's amazing to see that menace works fine on an A500 with not a single care about whether the blitter was still running, even testing the result of the blit on the line after it started worked fine on the 500.
Awesome job fixing that. Is it possible the problem is exacerbated because the 68000 in an A500 without fast RAM would slow down until the bltter has finished cycle stealing?
@@SM-rn3xy it must be doing that because the collision detection check is literally on the next line after the blitter was started to do the check and the A500 had no problem with it. I think the biggest problem on A1200 is the double clock speed and the CPU cache which is allowing the processor to get some work done concurrently with the blitter. I think the code in menace is still being loaded into chip ram as there is a directive at the top telling it to be loaded into chip.
So far, I'm tremendously enjoying this series. Don't own an Amiga, never owned one either. Never really programmed in assembler either, apart from some assignments back at university. But all of this, it just clicks in my brain. You explain it very well.
@@EvenTheDogAgrees thanks. I'm all a bit rusty at it myself. I haven't done 68000 since the 90s. It's coming back slowly.
A very happy October 3rd to you, Senor Poo! I do hope you are in excellent fettle on this splendidly delightful Thursday eve.
@@thegreathadoken6808 I am indeed in excellent fettle.
9v efective. +-15v peak. Don't worry its correct. 9v*sqrt(2)=12,72v That depend of your grid. I think you don't know nothing of electronics.
I love the System, until today. But Commodore produced the system only without the support :-(, The needed to support productivity software company's to port their Software to the Amiga, the Operating System was amazing, and still have some unique functions like Datatypes. But the Amiga is still alive, I think it will never decease. If I get Milionaer, I would give the system again a push, but as a Raspberry like System to start. And thaaaaaaaaaaaaaaaaaan :-)
btst.b silently takes the value modulo 8. And most assemblers wont even complain (not cool).
I didn't try putting in a larger than 8 value, but if the code says btst instead of btst,b then the assember would probably just assume a btst,l instead, so it's probably better to be specific if you are definitely checking a byte (the lack of a btst.w in the 68000 is what makes all that syntax confusing).