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#21 | |
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Join Date: Feb 2009
Location: london/england
Posts: 1,347
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Quote:
The best games always made the best use of everything available to them, which is why Shadow of the Beast on an A1000 is so amazing on that start level. There is a place for HAM games though I think, it's as technical a challenge for an artist as doing the graphics for C64 Law of the West was for Mimi Dogget, graphics which no other 8bit machine could ever come close to either. |
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#22 |
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Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
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With HAM we are talking over 4000 colours....it's another level
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#23 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,094
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HAM might have been usable for some styles of game, as implied by REMZ, but I doubt anyone could do something like Kang Fu to any quality with it, even if you had the other advantages of the A1200 such as 2Mb chip RAM and an 020. In terms of easy usability AGA was much better suited to making games with more than 64 colours (and even EHB has its limitations, most of the games made using it aren't reliant on really fast scrolling)
Last edited by Megalomaniac; 11 April 2023 at 11:49. |
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#24 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,525
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While technically interesting, artistically Kang Fu was a bit eye stabbing. It might've been better if the backgrounds had been blurred a little.
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#25 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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#26 |
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Join Date: Jul 2015
Location: Novi Sad, Serbia
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It's not that much of a difference, as you might think.
Take some image in Photoshop, convert it to 4096 colors, then convert it to 128 or even 64 colors (or even 32 colors), and you will see it's not a difference you might be expecting, especially in the low/res images. Gradients are most noticeable difference you will see. Don't get me wrong. Ham is great, and I love the fact it's a unique ability on our beloved Amiga. ![]() |
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#27 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,094
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Besides, the sheer memory and processor overheads required by HAM would limit what you could do on the gameplay side. I'm not convinced that the A500's more versatile standard modes were ever pushed to their limits (could you do fast scrolling action games in EHB, beyond Desert Strike?), and AGA certainly wasn't. I suspect the way HAM assigns colours, and the resultant limitations on what can happen when multiple things are moving, would mean you could do a better scrolling shooter or platformer with a standard A1200 in AGA than with even a 32Mb 75Mhz 060 in HAM.
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#28 | |
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Join Date: Feb 2008
Location: Northampton/UK
Posts: 531
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Quote:
Concerning memory and processor overheads, isn't it the same speed mem usage as EHB? |
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#29 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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#30 | |
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Join Date: Aug 2010
Location: Italy
Posts: 855
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@coder76
Quote:
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#31 | |
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Join Date: Dec 2016
Location: Finland
Posts: 168
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Quote:
https://www.angelfire.com/amiga/greed/specs.html The game is nowhere available to download, but I was able to find a png screenshot of first level, it has only around 230 colors. Most of them come from copper sky gradient most likely, and also more from sprites. A color reduction to just 32 colors will produce a visible reduction of image quality. So maybe HAM mode was used only in still images and intro in the game. Pretty good use of colors and copper for background layer, if it’s only 16+16 dualplayfield, fooled at least me. But it might be that hires mode makes it look a lot better than usual lores mode. |
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#32 | |
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Join Date: Aug 2010
Location: Italy
Posts: 855
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Quote:
* when the front playfield is transparent, HAM8 works as normal; * when the front playfield is opaque, DP works as normal. In the first case, the 4 most significant bits are 0, so the resulting colors should be somewhat dark and/or saturated, with minor variation coming from the lower 2 bits. The screenshots only partly seem to confirm this. I'd say it needs to be investigated. Maybe things work a bit differently (e.g. like HAM6 + DP on OCS/ECS). |
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#33 |
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Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
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Thanks for all the replies,but i'm still wandering if an extra chip inside an cd rom addon would have boost the HAM mode witch i'm sure is a misoportunity for an1985 hardware.
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#34 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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HAM mode wasn't very useful without wide or numerous sprites. If you wanted to add Fast RAM and a higher clocked 68000 to the A570, it would have freed up more speed on the CPU.
The ECS chipset that was standard on the CDTV and required for the A570 had plenty of features including horizontal sprite muxing using the Copper coprocessor. The problem with overusing the Copper to do that is that it ties up all the bandwidth on the chip bus leaving ZERO bandwidth for the CPU. Fast RAM is the solution for bandwith bottlenecks. |
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#35 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,525
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Quote:
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#36 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,525
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As technically accomplished as Kang Fu is, it's also utterly bonkers and visually incompressible in places. It does make you wonder what could be achieved with the engine and some proper designers and artists though.
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#37 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,045
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Quote:
![]() ![]() ![]() It must be that they had a lot of placeholders in place and at one point just released the game as it was. I still marvel at the fact that there are four graphic artists listed in the credits... |
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#38 | |
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Join Date: Dec 2014
Location: germany
Posts: 440
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Quote:
OTOH, it's from the creators of the Professional File System, they clearly state on the website that it uses HAM, and I guess they knew their stuff (well, at least the technical side). |
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#39 |
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Join Date: Aug 2010
Location: Italy
Posts: 855
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There's an underlying thought which is just wrong: more colors -> better graphics. (There is a lot to say about it, but I can't do it now - actually, I shouldn't be even writing here.) Thousands of colors help with calculated/wired graphics, but are useless for pixelled graphics. Had HAM been more usable, the Amiga would have been flooded with tons of games with horrible wired (like Kang Fu's) and/or pre-rendered graphics.
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#40 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,525
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If HAM was implemented along the lines of Jay Miners original vision, it may have been useful for polygons. I believe that vision was that it would be the brightness and saturation that you could vary. Varying the brightness would allow for smooth Gouraud shading horizontally and being able to change the saturation would allow for specular highlighting.
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First pixel of display, using modidy in HAM mode. | DanScott | Coders. Asm / Hardware | 6 | 02 December 2020 20:39 |
the amiga HAM mode... | albino | Retrogaming General Discussion | 10 | 30 March 2018 21:38 |
Help needed with HAM mode and Photon Paint | trydowave | support.Apps | 10 | 12 March 2013 20:49 |
indivision aga and ham mode | pbareges | support.Hardware | 3 | 03 February 2009 12:25 |
Game that used 'HAM' mode | Big-Byte | Looking for a game name ? | 24 | 28 August 2002 10:37 |
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