17 March 2009, 16:48 | #1 |
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How was it done? (helping understand the coding tricks)
Universe.
A simple ECS space adventure with some nice graphics released in 1994, when scanned closely appears to display ~180 colors per screen! 1st pic: Number of colors: 190 2nd pic: Number of colors: 171 Some part of the background from the 2nd pic, without the character and the space station: Number of colors: 100 So, how was it done? Looks nothing like HAM too me... Multiple screens? |
17 March 2009, 17:01 | #2 |
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These guys developed a new graphics mode for this game that allowed them to use those many colours.
Exactly how, I dunno. You can read about this in every WiP done about Universe, there was on in The One Magazine, circa 1994. |
17 March 2009, 17:27 | #3 |
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It runs at 256 colours on an A500. Looks the same on an A1200. Don't know how it was achieved though. The palette looks limited though, colour gradients aren't as smooth as AGA.
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17 March 2009, 18:04 | #4 |
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Thanks for the info Aki, could you perhaps point me in the right direction of this article concerning Universe's coding tricks?
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17 March 2009, 18:06 | #5 |
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They probably use the copper to change a bunch of colors on each scanline. It's possible to change the palette of 15 colors in the border, and about 40 more in the screen area, and this can be done for every scanline.
HamLab can do this, too, although it will only change 15 colors in the border. |
17 March 2009, 19:37 | #6 |
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I had a look at this game. It uses EHB mode. On every scanline during horizontal blanking some colours from palette entries 1-15 are changed. I saw as few changes as 2 and as many as 10.
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17 March 2009, 19:49 | #7 |
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Yeah that's what they do, they probably had a tool which analysed 256 colors pictures, reduced them to a lower number of colors (via dithering) and generated the palette variations at the relevant scan lines for the copper. It could be amusing to do such a tool (i guess they needed a part of the palette to remain constant for the sprites and texts).
I don't think there's enough time to change all the palette at every scan line (especially when using 6 bitplanes). Last edited by hitchhikr; 17 March 2009 at 19:57. |
17 March 2009, 19:49 | #8 | |
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Quote:
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17 March 2009, 20:35 | #9 |
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Thanks guys
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17 March 2009, 22:37 | #10 | |
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Quote:
Last edited by Thorham; 17 March 2009 at 22:43. |
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17 March 2009, 23:16 | #11 |
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No, it doesn't.
The exact number escapes me, but it's not 256, it's a bit less. Probably some of the tech gizmos can calculate it So, if the colours are changed by the copper, it means they are not all available at any moment anywhere on screen, right? Like Lionheart. |
19 March 2009, 23:57 | #12 | |
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Quote:
I guess such a tool should handle maximum 15 colors / line or so and dither if there's too many present (keeping an history for next lines etc.) then generate the copper colors (or the whole copperlist directly). So, for a 320x200 picture and considering the copper color registers would be constructed and saved within the file with the bitplanes that would give max. 44000 bytes / file and max. 3000 colors for a whole pic (most probably less) and a hell of a copperlist ;D Last edited by hitchhikr; 20 March 2009 at 00:08. |
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20 March 2009, 03:04 | #13 |
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You can actually manage 16 color changes outside the display, if it makes a difference (at least according to WinUAE cycle exact A500).
Did anyone try doing these tricks using the CPU on the A1200? I'm thinking that with the code in the cache, 32 bit access to the RAM (and to the custom chips?) it should be faster to change colors with the CPU than the copper. By f.ex setting 64 color mode and switching palettes between scanlines using the BPLAM bits in BPLCON4, and thus getting a full scanline worth of time to change colors, you might be able to get 64 unique colors each scanline, or close to there. |
20 March 2009, 11:07 | #14 |
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plz some1 do it,
is`t it about time some1 started pushing the original specs of the machine over and beond what was thought possible |
20 March 2009, 11:29 | #15 |
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That would be interesting really, to be seen.
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20 March 2009, 13:50 | #16 | ||
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Quote:
Quote:
Also, because of timing irregularities, it's very difficult, if not impossible to make something similar work on non-aga as far as I know. |
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20 March 2009, 13:54 | #17 |
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Mmmmmm, just imagine some shitty Sierra EGA adventures remade with that trick into AGA...
*drools* |
20 March 2009, 14:37 | #18 |
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20 March 2009, 22:53 | #19 | |
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Quote:
You could combine this and HAM8 and get some better results but I don't even want to think of how to work out the dithering algorithm |
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21 March 2009, 22:11 | #20 |
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I saw static pictures of very good quality and a lot of colors on a demo disk a long time ago. The mode was called "dynamic hires".
fiddling with the copper for a demo/picture is one thing, doing it in a game is another. I guess Universe does not allow a lot of player movement, or delimited to a given zone. |
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