01 November 2023, 05:46 | #1 |
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Dual Playfield - Was it avoided because of speed or colors or something else?
I finished Leander for the first time tonight and was reading about it afterwards and saw this video by the coder Jon Burton
[ Show youtube player ] where he talks about using dual playfield for pixel perfect collision detection. The weird thing about Leander is that although it's in dual playfield it doesn't really use a back playfield, instead it uses copper bars and multiplexed sprites for the background. I found this odd because why go for reduced colors and just use dual playfield for collision detection instead of having a full scrolling background? However, in the video he mentions that one of the drawbacks of dual playfield is that it quote "slows down the main processor meaning you'd get less done each frame"
As a non coder but an avid gamer I know that most of the Amiga's most visually impressive OCS/ECS games are in dual playfield, SOTB, Agony, Lionheart, Jim Power, Kid Chaos, Mr Nutz, Elfmania etc. and none of them are slow. Is it really the case that dual playfield slows things down considerably? I know it uses 6 bitplanes but only the color depth of 4. Then you have other OCS/ECS games like Zool, Bubble and Squeak, Battle Squadron, Global Gladiators, Wiz N Liz etc. where the Amiga version doesn't use dual playfield but the console versions do. So do you think that having to reduce the colors to 7 for each playfield was the determining factor in these decisions or was it the lack of speed in that mode or maybe some other reason? Last edited by lionagony; 01 November 2023 at 05:52. |
01 November 2023, 10:44 | #2 |
Inviyya Dude!
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It depends. As always with the Amiga.
Using 6 Bitplanes takes a lot of DMA time. But you have to blit less planes. I guess most devs avoided it because it is difficult to get it right from the aesthetics side. |
01 November 2023, 11:27 | #3 |
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I suspect other than collision detection, he had all animated objects and enemies on one playfield and the level graphics on another, which saves lots of extra time, because what you draw on the top playfield doesn't affect what is on the other playfield, so less effort and more objects.
Dual playfield is fine, but it doesn't work well for all games. Jim Power is dual playfield, but with extensive pallete reloading, obviously looks far better than the 8 colour per playfield limit, but that is made possible because the game only scrolls left to right in those stages, so the colour reloading is on fixed horizontal lines. Something like Leander is 8 way scrolling and the pallete would have to be dynamically altered whenever the playfield scrolled up and down, and that could be a lot of colours to reload , and then how much time do you have left for an actual game? |
01 November 2023, 15:53 | #4 | |
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For the games like Zool that eschewed dual playfield maybe they had porting in mind from the start and were thinking it would be easier to port if they concentrated on a 16 colour front layer. Then that could be directly ported anywhere and the other systems could worry about their own backgrounds. Last edited by lionagony; 01 November 2023 at 16:59. |
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01 November 2023, 16:37 | #5 | ||
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Last edited by lionagony; 01 November 2023 at 16:54. |
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01 November 2023, 17:37 | #6 |
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I think Jon Burton actually used the Amigas built in collision detection using the hardware which is quite a bit faster than doing lots of coordinate checking using the CPU
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01 November 2023, 21:05 | #7 |
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Lowest Common Denominator = create 1 buffer and draw objects in it.
Screenshots sell = don't reduce colors to make the game play twice as fast, and no need to worry about choppy scrolling. The answer is rather constant for not taking advantage of Amiga-specific features: The publishers didn't know what the Amiga could do, and they'd only seen early efforts (e.g. games for NTSC A1000), and so didn't hire programmers-skilled-on-the-platform like they did for the C64, Spectrum, etc. As for Dual Playfield, I think a lot of the Amiga originals did use it where applicable. It's not (necessarily) applicable for games that have no use for scrolling or other scrolling of course, like 3D/2D/1D "scrolling direction into the screen" as it's called in the HOL. E.g. flight sims and racers. It will halve the number of colors, but ST ports had no problem doing that... including sloppy & dark palette conversion, since we're talking color... And for flipscreen or similar e.g. puzzle games, Boulder Dash/Joust/Spectrum pixel platformer type ports, or arcadey 1 screen=1 level like Bombjack, Bubble Bobble etc, the games were designed to, or the game ideas themselves were adapted to hardware available at the time which had no playfields, sprites, or scrolling. There were quite a few RTS games that were laggy and could have benefitted greatly from Dual Playfield... all the famous sims and god games... a qualified programmer could easily make a Lemmings game full framerate on NTSC... In the right hands it's a very good option to have and use playfields and sprites, and scrolling if your game needs it. So from your questions why they didn't have it, my answer is that in the right hands, they did. |
01 November 2023, 21:14 | #8 |
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I think the best setup for dual playfield is to have the bobs on the back layer, this way you can get 8 colours for the foreground and 8 colours for the bobs (and for a background) and then still have a further palette for your sprites (player).
Only a few games did it like that, but it is the best set up for maximum colours, that is you don't get sad looking 'brown' sprites on the front layer. You can also throw in some rainbow settings too. |
01 November 2023, 21:23 | #9 | |
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02 November 2023, 12:42 | #10 | |
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I think chuck rock 2 and shadow of the beast 3 (or 2?) use it. I guess it was not immediately obvious to use it like that. It absolutely gives the best results in terms of colour, however it means the bobs will be behind the foreground, which you will have to work around in some cases. If you allow your player to walk through solid walls, for example the bob's can't be there (in front), you'll have to use the front palette for those. I still think this is the best set up, you can use all 16 colours for the bobs if you use them on the front and back layer. It's fast to write to each layer. It's the most colourful approach. It uses less memory for graphics storage (8 colours vs 16). etc. etc. If Commodore had spent time giving us proper libraries to code with the above should have been a pre-setup option imo. Much more console like result. |
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02 November 2023, 13:22 | #11 |
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Yep, i used that method in Chuck Rock 2 (and Wonderdog)
We had all sprites available for Chuck Jnr, and his club... plus 2 free sprites were used for rain and snow effects on a few levels (could have used them more in other places if we'd had time) Also, some levels only 6 colours were used for the bobs, with the 7th colour used for gradients on the background (could have made much better use of this too if more thought and time given) Last edited by DanScott; 02 November 2023 at 13:34. |
02 November 2023, 13:34 | #12 |
Inviyya Dude!
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When Inviyya was still dual playfield I did that. And thought I had the most clever idea ever that no one else ever thought about before..
You can even see this in action in this video: [ Show youtube player ] The blue enemies are in the background layer. |
02 November 2023, 18:41 | #13 | |
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02 November 2023, 19:02 | #14 |
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It is a Megadrive game ! I would'nt be surprised that the MD version is the originam one and the Amiga a port.
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02 November 2023, 19:10 | #15 |
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You are kinda missing the point, most amiga games did NOT felt like they were trying to impress and play like console games - or even arcade - at the time, rather were like an afterthought, a "take this and shut up" - and is one of the reason a lot of people went console, so Chuck Rock 2 was a good thing
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02 November 2023, 20:32 | #16 | |
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02 November 2023, 22:44 | #17 |
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Definitely Dual Playfield stresses a lot the art workload. Especially in regards to color usage and palettes. Other than 7 colors per layer being indeed quite restrictive, I think choosing the colors extremely carefully in the first place can make all the difference. For example while many of the Amiga titles using it have absolutely superb pixel art, they often fall into the trap of going with mono-color ramps and very muted colors, while they could do proper hue-shifting instead. Interesting case studies for this are Lionheart and Agony, where (inevitably) a lot of enemies end up monochrome and often very close to the foreground.
Speaking of which I was looking today at a longplay of Agony and noticed some things in regards to how they use copper in an attempt to overcome this issue. F.e. in level 1, apart from the obvious copper use in the back layer where they change colors at the lower part for the sea and upper part depending on the used gfx there, I noticed a lot of dynamic copper trickery in the front (bobs) layer as well. Like they have this wave of weird red enemies appearing at specific points, but if you notice these tend either to fly at the very top of the screen (when there's no foreground gfx at the top), or later move vertically across the screen (when there's no foreground at all either). Similar story with the purple sharks which appear strictly at the bottom. |
03 November 2023, 00:19 | #18 | |
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I'm also not sure how they get the extra colours for some of the powerups. Still such an amazing, beautiful game to me. Just as an aside I thought I'd rank my favourite levels visually after going through that longplay again. My absolute favourite is level 4, then level 2, 1, 6, 5, and 3 in that order. Would love to hear other people's rankings. While we're discussing dual playfield does anyone know what's going on in Cool Spot? Say at 18:46 [ Show youtube player ] it's in dual playfield but the background doesn't look to be 7 colours and at say 42:54 it's definitely not 7. Do you think they just used 1 or 2 bitplanes for the back layer instead of 3 just to try to speed things up as the scrolling isn't very smooth or is there another reason? Always interested in an explanation for that one. |
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03 November 2023, 01:13 | #19 | |
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- 4 sprites for the player and swords (that is 2 attached to access all 15 colors and be 32px wide). - 1 sprite for the player projectile. - 1 sprite for the enemy yellow projectiles (which they multiplex the heck out of them - if you notice these also flicker when they overlap horizontally). - And lastly 2 more sprites (again attached) for the powerups. They most probably use sprites for the entire powerup selection menu as well. And also to do some other effects. F.e. the rain at the start must also be a multiplexed sprite. Interestingly it stops immediately once the first powerup appears which suggests they might have been using the same sprite channels for both. |
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03 November 2023, 01:36 | #20 | ||
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Sprites are used in the following manner: Sprites 0-1 (attached) form the left part of the owl, as well as the sword above the owl when activated. Since they are attached, they are 16 colour sprites. Sprites 2-3 (attached) form the right part of the owl. Sprites 4-5 form the owl's bullets. Sprites 6-7 are used for the rain effect, by displaying the rain graphic twice on each line of the display. By moving the sprites to a different location each update, the rain looks very realistic! And on the artist Frank Sauer's blog https://francksauer.com/index.php/ga...ublished-games he says similar: On top of the bitmap layers came the hardware sprites. We used two sprites for extra rain effect. Note there's always a maximum of two sprites for each raster line: Another sprite was used for the enemies bullets. It was multiplexed so that only one bullet could be on a given scanline. Finally, the rest of the hardware sprites was used for the owl and the owl projectiles and shield. Interestingly neither site mentions the powerups but yeah I'm sure you're right, they must be sprites. Quote:
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