03 April 2012, 15:08 | #21 |
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Sorry this is probably way off-topic but it reminded me of something.
How did the non aga versions of Universe have 256 colours on screen ? |
03 April 2012, 15:43 | #22 | |
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Quote:
the pc version yes uses 256 colors also is much better Last edited by clauddio; 03 April 2012 at 15:51. |
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03 April 2012, 18:44 | #23 |
Puttymoon inhabitant
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03 April 2012, 19:53 | #24 | |
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Quote:
Universe had a custom engine that did in fact use at times 256 colours on a standard ECS Amiga. Theres an article about it somewhere |
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03 April 2012, 20:10 | #25 |
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I think it changes the palette entries per scanline, or something like that. There are definitely screens with 200+ colours on it.
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03 April 2012, 20:50 | #26 |
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An editor to clamp to 12-bit palette and adjust to 256 color semi-automatically is actually a good way for a game system to consolidate OCS/AGA differences for the artist. So the pictures will look good enough to not have to make separate versions and the artist draw twice as much. Might not be useful for much more than stills/flip screen games, though.
I keep forgetting the game name, but there's a full on 8-way shooter in HBR made in 1989 or something. Starts with A, something like Amarok or Anathon but it isn't. Slow framerate but very special graphics. Apart from this, I can't think of a single one that uses HBR. It doesn't leave much time for blitting and CPUing. On AGA it's no problem, of course. There was an article on the SWIV shadows, they did them like most - flickering or non-flickering 010101010... patterns. (1=black, 0=transparent.) |
03 April 2012, 20:53 | #27 |
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Yes, it's like PCHG technique.
I never played the game Universe, but I watched the longplay on Youtube, it was quite impressing for an OCS/ECS game ! By the way the audio part is very good too. |
03 April 2012, 21:39 | #28 |
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Ah, here it is. Found it! Amnios. -> http://hol.abime.net/3265
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04 April 2012, 00:36 | #29 |
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Super Cars 2 uses half-brite mode nicely for the shadows of trees, barriers and tunnels, and maybe the original Super Cars aswell (can't remember!)
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04 April 2012, 09:12 | #30 | |
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Quote:
I knew I'd read an article on SWIV shadows - just couldn't remember if it related to them doing them with EHB... which, clearly, they didn't. |
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04 April 2012, 19:27 | #31 |
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can you use copper background in combination with half bright mode?
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04 April 2012, 20:18 | #32 |
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Codetapper is absolutely right, forgot about that one.
You can use a copper background with every mode and every color depth, even 0 colors, on any Amiga. A copper background with no foreground colors but only graphics in the HBR bitplane will shadow the coppershade just as you would expect. |
04 April 2012, 20:26 | #33 |
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Like in Agony? Especially the last two levels?
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04 April 2012, 23:55 | #34 |
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Agony is dual playfield the entire way. Really tri-playfield by splitting the 2nd playfield into a single colour and 3 colour playfield.
Click the link for an analysis of the copperlist and the use of sprites in the game. |
03 July 2016, 04:55 | #35 | |
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Quote:
Do they use the 6th bitplane only to create shadows? If so, this feels like quite a waste given that they could have used it to make the game so much more colourful in general. |
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03 July 2016, 10:10 | #36 | |
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Quote:
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03 July 2016, 10:53 | #37 |
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probably stupid question does EHB use a lot more CPU than 32 colour?
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03 July 2016, 11:07 | #38 |
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A fair bit more, the extra plane to display and then all the blits obviously need an extra plane plus restoring the screen. I guess most (if not all) are 25Hz not 50Hz.
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04 July 2016, 14:30 | #39 |
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Pretty sure Desert Strike does use EHB mode, you can fly behind smoke allowing for transparency along with the shadow of the helicopter being cast on the ground.
Edit: Oh, and what about Banshee? |
04 July 2016, 16:23 | #40 |
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Banshee is AGA and so wouldn't have used EHB.
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