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docs(amiga): add Tier 4 content — AHI, cross-compilation, RTG, demoscene section
- New: 11_libraries/ahi_programming.md — AHI retargetable audio API - New: 13_toolchain/cross_compilation_guide.md — cross-compiling for Amiga - New: 08_graphics/rtg_programming.md — RTG Picasso96/CyberGraphX programming - New: 17_demoscene/ — full demoscene techniques section: - copper_effects.md (6 techniques, 10 Pouet screenshots, antipatterns) - sprite_techniques.md (5 techniques, antipatterns) - pixel_tricks.md (5 techniques, antipatterns) - 3d_rendering.md (fixed-point math, 4 techniques, antipatterns) - timing_optimization.md (7 techniques, instruction timing tables) - README.md (section index with Mermaid diagrams) - images/ (10 authentic Amiga screenshots from Pouet.net) - New: 05_reversing/games/ (4 copper-analysis screenshots) - Updated: README index, TODO status (30/30 complete) - Added external references: Pouet/Demozoo links, Scoopex YouTube tutorial series, Amiga Graphics Archive, coppershade.org
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@ -22,4 +22,4 @@ The Amiga graphics system is built on custom DMA-driven hardware (Agnus/Alice +
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| [text_fonts.md](text_fonts.md) | TextFont bitmap layout, baseline rendering, algorithmic styles, AvailFonts, ColorTextFont, Compugraphic outlines, font scaling, 3 cookbooks, 4 antipatterns, 6 FAQ |
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| [pixel_conversion.md](pixel_conversion.md) | Chunky ↔ Planar conversion deep dive: naive, merge/butterfly (Kalms), Copper Chunky, Akiko hardware, Blitter-assisted, RTG bypass, SoA/AoS theory, GPU swizzle modern parallels |
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| [animation.md](animation.md) | GEL system deep dive: BOBs, VSprites, AnimObs, hardware foundation (Blitter/Copper/Sprite interaction), collision detection, double buffering, performance tuning |
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| [rtg_programming.md](rtg_programming.md) | Retargetable Graphics (CyberGraphX/Picasso96): Planar vs Chunky, LockBitMapTags, Pixel Formats, Direct VRAM rendering |
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| [rtg_programming.md](rtg_programming.md) | Retargetable Graphics (CyberGraphX/Picasso96): LockBitMapTags VRAM access, pixel formats, double buffering, bus bandwidth, 16-card catalog, 5 antipatterns, dirty-rect optimization, modern analogies, 6 FAQ |
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