09 July 2021, 14:11 | #21 |
Thalion Webshrine
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If you believe dlfrsilver then yes that was 64-colour EHB.
https://eab.abime.net/showpost.php?p=810485&postcount=9 Last edited by alexh; 09 July 2021 at 15:15. |
09 July 2021, 14:27 | #22 | |
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09 July 2021, 14:46 | #23 | |
CaptainM68K-SPS France
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14 July 2021, 18:55 | #24 |
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I suppose that one-on-one fighters use that mode too if mirror matches are allowed (else it takes too much memory to store 2 characters with different colors).
You can enable 6 bitplanes, but never blit anything except the shade (desert strike) or the mask (mirror match), so the DMA isn't that sollicited. At least you don't use the blitter a lot. DMA just fetches 1 more bitplane to compute display. Just leave the bitplane to all zeroes for no effect on colors. Or you have to design the palette so one particular plane is blitted somewhere else so it changes the colors (Supercars 2 and probably Lotus do that to draw the same bitmap with different colors) |
14 July 2021, 19:06 | #25 |
CaptainM68K-SPS France
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There is a game i discovered lately that is 64 colors halfbright : Darkseed.
Good feat, it has also spoken dialogues on the disk version ! |
15 July 2021, 06:33 | #26 | |
Inviyya Dude!
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15 July 2021, 09:33 | #27 |
move.l #$c0ff33,throat
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15 July 2021, 09:35 | #28 |
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24 July 2021, 00:12 | #29 |
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How does Fightin' Spirit move such massive characters all over the screen in EHB at 50fps?
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24 July 2021, 00:31 | #30 |
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24 July 2021, 13:30 | #31 |
Aghnar
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If my memory is good, pinball dreams (and probably the other OCS pinballs from DI) is in EHB.
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24 July 2021, 14:26 | #32 | |
Going nowhere
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Uses hardware sprites for the ball, the table is complete in memory, and the scrolling up and down is done by changing bitplane pointers. Lots of the animations are simply colour changes, so this is an area where EHB really shines. No wonder then it wasn't converted to Megadrive, whilst that machine can display 64 colours, its only has a palette of 512 versus the 4096 of the Amiga, so it wouldn't have been as well shaded on Megadrive. |
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24 July 2021, 18:54 | #33 |
Phone Homer
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Just curious what would be quicker 64 colour on AGA
or EHB on 68020? |
24 July 2021, 20:49 | #34 |
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EHB or 6 plane KillEHB (real 64 colors) that's the same speed. Once color registers are loaded, looking them up isn't really a problem.
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24 July 2021, 23:11 | #35 |
Phone Homer
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so on a A1200 there would be no difference speed wise to using real AGA 64colours and ecs EHB 64 colours?
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25 July 2021, 09:44 | #36 |
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In terms of DMA bandwidth it's the same thing. It can be slower if you set the 64 colors in the copperlist instead of setting them with CPU beforehand.
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25 July 2021, 11:04 | #37 |
Phone Homer
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Probably silly question to you but why include this 64 EHB mode in the chipset instead of real 64 colour if they have the same speed impact?
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25 July 2021, 11:33 | #38 |
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I already asked myself the same question. That can appear pretty much as a stupid idea... I suppose that creating more color registers was more expensive, plus most computers of the era had only 16 colors, so 32 colors was already a good improvement.
EHB was a good way to create shadows in 2D games too. Everything in Amiga is thought for 2D anyway. |
25 July 2021, 15:08 | #39 |
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ICS doesn't have EHB mode - 6 bitplanes was obviously for HAM and in OCS providing EHB (engineer way of thinking: we have only 32 color registers but 6 bitplanes and we don't want use HAM - what to do? Aaaa lets use 6-th bitplane as shadow as it is easy modification - set MSB to 0 in CLUT RGB value). was OK workaround for 6 bitplanes capability, no-HAM flag and only 5 bit CLUT entry.
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25 July 2021, 15:28 | #40 |
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makes sense. A kind of HoldAndModify but in another dimension
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