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Old 15 September 2013, 01:25   #111
ImmortalA1000
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Join Date: Feb 2009
Location: london/england
Posts: 1,347
Quote:
Originally Posted by kovacm View Post
^^
can I make one observation?

on ST, coders need, as you said "to emulate" (I would prefer phrase "to find way") to achieve Amiga capabilities. One of need was to display more than 16 colors onscreen so Atari coders find a way in 1987.: Spectrum 512 (http://www.asterius.com/atari/spectrum.html)

It is nice to see that Amiga coders adopt this idea. as I said before: I want to see how far coders manage to push limits of hardware boundaries

btw "manually Copper can do more (but not more than 50 few changes per scanline)" - copper will do this with 0% CPU time, and some bus time, right? and one more thing: how much bus time will consume hires with 4 bitplanes on OCS/ECS?
Quantum Paint was first, loads Amiga 320x200 HAM6 images. Uses C64 style palette color alternating to simulate 4096 colours.

AFAIK 640x512 display uses up pretty much all bus bandwidth in pre-AGA machines (not sure about '32 bit' A3000 chipset/bus) which is why writing a fast arcade game in 640x512x16 colours is never going to happen. OS defaults to 640x256x4 colours for a very good reason
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