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- Path: sparky!uunet!uunet.ca!canrem!telly!comspec!nsq!entity
- From: entity@nsq.uucp (cybernetworx)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: Amiga platform games suck... S-NES and Genesis is breathtaking.
- Message-ID: <272@nsq.uucp>
- Date: 11 Aug 92 17:10:52 GMT
- References: <3AUG199210054251@zeus.tamu.edu> <KENTD.92Aug9012357@zappa.FtCollins.NCR.com>
- Organization: NSQ
- Lines: 45
-
- In article <KENTD.92Aug9012357@zappa.FtCollins.NCR.com>, kentd@FtCollins.NCR.com (Kent Dalton) writes:
- > Marc> The Amiga can always use halfbrite mode. Sure, people whine that
- > Marc> "Oh, but the other 32 colors are just darker shades of the first
- > Marc> 32!", but riddle me this: Aren't most games based on shaded
- > Marc> objects? (I mean, the entire color palette is based on different
- > Marc> shades of the same colors, for the sake of shadowing and bright
- > Marc> reflections).
- >
- > Good point... but don't the vast majority of ami games limit themselves
- > to 32 colors or less? (I'm not sure...)
-
- Both points are true. Even though the extra 32 colors are just half intensity
- versions of the first 32, this can be used to great advantage. The trick is
- in choosing your palette such that your intermediary shaded colors utilize the
- ones in the extra halfbrite range.
-
- And yes, most games DO limit themselves to less than 32 colors. As a matter
- of fact, a very large majority of action games use dual playfields mode which
- only allows for 8 colors per playfield. The advantages to the game programmer
- are many in that you can blit faster (only 3 bpls instead of 5), you can erase
- a current BOBs position without worrying whats underneath (since the bkgd is
- on the other playfield) and other tricks (eg. in some cases getting away with
- 2 channel blits which is CONSIDERABLY faster than the conventional 4 channel
- cookie cut blit required for a 32 colors screen). There's a LOT of advantages
- to using dual playfields, but of course the 8 color limitation keeps coming
- up. Games such as Shadow of the beast use the copper to good effect by
- changing the palette many times every x scanlines which gives the apparent
- effect of tons of colors on the screen even though they too only use 8 per
- playfield. If you look closely at games such as leander and shadow of the
- beast you can see where they keep hitting the 8 color limitation.
-
- (the main guy in both these games are sprites which means they can have
- independant 16 color palettes which is why they look good)
-
- > Also, I was under the impression >32 colors on the Ami slows down
- > animation on action games due to the extra data, is this true?
-
- Two main reasons why things get slowed down.. even at 32 colors vs 16 or less.
- First of all you have more information to blit, ie 6 bitplanes of information
- for a 64 colors screen vs. 4 bitplanes of information for a 16 color screen..
- and secondly and perhaps more importantly a lot more of the DMA slots are used
- up. 64 colors REALLY slow things down.. it means you can get less things on
- the screen per frame and hence you get games with slower FPS or very few BOBs
- on screen.
-
-