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Old 25 July 2024, 22:59   #1
rsn8887
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Perfect fade out (24bit) on Amiga 1200

Some games have these perfect 24-bit fade outs, for example in Jurassic Park AGA the credit images after the Ocean logo.

I don't understand anymore why the Amiga 500 couldn't do such perfect 24 bit fade outs. Is there a technical reason? Does the AGA chipset allow for more fine-grained RGB values somehow?

EDIT: I got it. The Amiga 500 could select colors out of 4096, the Amiga 1200 could select colors out of 16.7 million.
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Old Yesterday, 00:21   #2
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What are you even talking about? The colors don't matter at all...
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Old Yesterday, 00:26   #3
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Quote:
Originally Posted by Cris1997XX View Post
What are you even talking about? The colors don't matter at all...
Well, the precision matters. With AGA, you get 256 steps from white to black. Otherwise you get 16. That's the differentiating factor.
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Old Yesterday, 08:56   #4
alexh
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OCS/ECS has 12-bit pallet registers giving 4096 colours
AGA has 24-bit pallet registers giving 16 million colours.

OCS/ECS can use 6 bitplanes (64/4096 colours per screen)

AGA can use 8 bitplanes (256/16M colours per screen)

Last edited by alexh; Yesterday at 09:02.
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Old Yesterday, 22:17   #5
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You can increase perceived numbers of levels by applying temporal dithering - this assume of course some time required to average perceived level.
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Old Yesterday, 23:29   #6
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Does that work with fades? I imagine fading to black it flickers even more?
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Old Today, 01:18   #7
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Take a look at this (OCS) intro: http://dekadence64.org/dkd-twce.lha
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Old Today, 11:59   #8
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I don't know if there are any palette interlacing apps for OCS like with C64 iFLI and Atari ST Quantum Paint tools. This wouldn't help for fades but if you only change RGB values by 1 between the 2 colours you would get a significant increase in perceived colours on a good CRT. Good luck using it in HAM but for PCHG images it would be fine.
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Old Today, 12:21   #9
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Quote:
Originally Posted by CCCP alert View Post
I don't know if there are any palette interlacing apps for OCS like with C64 iFLI and Atari ST Quantum Paint tools. This wouldn't help for fades but if you only change RGB values by 1 between the 2 colours you would get a significant increase in perceived colours on a good CRT. Good luck using it in HAM but for PCHG images it would be fine.
If im understanding you correctly, HAM would be fine as would be fading per interleaved full lines so wouldn't artifact
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Old Today, 13:10   #10
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Originally Posted by lmimmfn View Post
If im understanding you correctly, HAM would be fine as would be fading per interleaved full lines so wouldn't artifact
I am thinking of palette interlacing so every alternate field you would swap between say RGB 1:1:15 and 2:2:15 to simulate a 13bit palette. For indexed colours it works fine but not sure about the HAM6 colours and how you would do this to prevent fringing. EHB and a palette swap every 50/60fps and a new palette definition every scanline would give you potential worth pursuing, don't fancy the quantising maths to render down a 24bit PNG of today though. Maybe the author of JAVA HAMconvert would be interested
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