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Old 03 April 2012, 15:08   #21
S0ulA55a551n
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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 ?
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Old 03 April 2012, 15:43   #22
clauddio
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Quote:
Originally Posted by S0ulA55a551n View Post
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 ?
universe not have 256 colors...both versions cd32 and disk versions are ECS and uses 32 or 64 colors
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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Old 03 April 2012, 18:44   #23
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Originally Posted by jimbob View Post
Are the level pictures in Agony EHB? Not in game but pretty spectacular.
I always though they were in HAM?
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Old 03 April 2012, 19:53   #24
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Quote:
Originally Posted by clauddio View Post
universe not have 256 colors...both versions cd32 and disk versions are ECS and uses 32 or 64 colors
the pc version yes uses 256 colors also is much better
Actually you're quite wrong.

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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Old 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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Old 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.)
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Old 03 April 2012, 20:53   #27
Jack Burton
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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.
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Old 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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Old 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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Old 04 April 2012, 09:12   #30
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Quote:
Originally Posted by Photon
There was an article on the SWIV shadows, they did them like most - flickering or non-flickering 010101010... patterns. (1=black, 0=transparent.)
Ah, OK cool - thanks for clarifying Photon.

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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Old 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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Old 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.
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Old 04 April 2012, 20:26   #33
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Like in Agony? Especially the last two levels?
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Old 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.
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Old 03 July 2016, 04:55   #35
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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!)
Oh, I would have never suspected that since the game does not look anything special in terms of number of colours.

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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Old 03 July 2016, 10:10   #36
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Oh, I would have never suspected that since the game does not look anything special in terms of number of colours.

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.
Only for the shadows but I think it's awesome as the car automatically has the right shadow on it when going under tunnels etc. Compare it to the ST version and you might change your mind about how good it is!
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Old 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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Old 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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Old 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?
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Old 04 July 2016, 16:23   #40
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Banshee is AGA and so wouldn't have used EHB.
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