[HN Gopher] Coding the anime "woosh" screen on Amiga
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       Coding the anime "woosh" screen on Amiga
        
       Author : dansalvato
       Score  : 46 points
       Date   : 2024-02-24 19:05 UTC (3 hours ago)
        
 (HTM) web link (dansalva.to)
 (TXT) w3m dump (dansalva.to)
        
       | tetris11 wrote:
       | (aside: I feel like people played on a different Amiga than I
       | did. It had great looking games, for sure, but so did by Nintendo
       | NES and I don't look back on either of them so fondly.)
       | 
       | Still, very cool to show how these animations were made
        
         | AnotherGoodName wrote:
         | I remember having both and the Amiga seemed 2 generations ahead
         | honestly. Not surprisingly given the shear hardware
         | differences. Amiga really was an everything and the kitchen
         | sink system. High end 32bit CPU, graphics acceleration, amazing
         | audio, literally 256 times the ram of the NES.
         | 
         | Even the SNES didn't come close. Wasn't until the Sega Saturn
         | era that we saw something that could outperform it.
        
           | dansalvato wrote:
           | Amiga has its strengths, but I find that the SNES outperforms
           | it in video games, because the SNES graphics chips were
           | designed for video games first and foremost.
           | 
           | One major reason is sprites: Amiga can display 8 4-color
           | sprites, or 4 16-color sprites, and the colors are shared
           | with the bitplanes.
           | 
           | SNES can display 128 16-color sprites, and the sprites get 8
           | palettes all to themselves.
           | 
           | This leads to much more colorful-looking visuals on SNES.
           | Since Amiga is all bitplanes, enabling more colors and higher
           | resolution results in a massive performance hit. Most game
           | entities would need to be blit on top of the background, and
           | then the background "restored" every frame that entity moves.
           | SNES' native support for multiple tile layers _and_ good
           | sprites means that the CPU can do a lot less work to achieve
           | a lot more.
           | 
           | Amiga can do some very cool stuff that SNES can't, especially
           | with the blitter, but SNES is much more practical and
           | powerful for video games.
        
           | Dwedit wrote:
           | Graphically, SNES beats the Amiga hands down.
           | 
           | Assuming you are not rewriting the palette scanline-by-
           | scanline...
           | 
           | Amiga is stuck with 16 colors for the whole bitmap screen
           | unless extra-halfbrite mode is used, then it goes up to 32
           | colors (extra colors must be half as bright as the base
           | colors). Using the hardware sprites (3 colors + transparent)
           | can add up to 12 more colors.
           | 
           | Meanwhile on the SNES, the most-used video mode has two
           | background layers with 15-color tiles (plus transparent), and
           | one background layer with 3-color tiles (plus transparent). 8
           | different palettes can be selected, for 128 colors.
           | 
           | Then there are sprites too, lots of sprites can be on the
           | screen at once. 15-colors (plus transparent) for a sprite,
           | and 8 different palettes can be selected.
           | 
           | Then afterwards, color math can be applied, you can make
           | graphics use additive blending (light effects), subtractive
           | blending (darkness effects), or 50% transparent blending.
        
         | soegaard wrote:
         | Just checking - you are aware this is a new game under
         | development?
         | 
         | https://www.youtube.com/watch?v=4SB20aFHc08
        
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       (page generated 2024-02-24 23:00 UTC)