[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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