These Boing Ball badges are shrouded in a bit of mystery - at least to me they are. A small assembly language snippet provided the sine/cosine calculation code (about 100 lines, most of which contain the sine/cosine lookup table). For a real-world example, think of two clear plastic overhead projector sheets, one on top of the other. The Amiga graphics architecture was so much above everything at the time... Few years after that I wen into the demoscene and it was horribly difficult to achieve what the copper CPU could do... You had to time scanline readline with devious accuracy, change palette registers in non obvious ways, atc. That subsurface scattering? Experiment with DeviantArt’s own digital drawing tools. The copper (display co-processor) allowed switching of palette and resolution, with 0 cpu use, on a particular scan line every frame. Just needed to point bitplane pointers above 0x80000. It was just a simple assembly program that would offset the pointer to a bitplane based on the mouse vertical movement. That demo was my introduction to the Amiga. Posted: Thu Jun 18, 2009 5:17 pm Post subject: Original Amiga Bouncing Ball - Boing Demo In addition, we developed 6 games to be available at the launch of the system. The official logo was really a multicolored check mark but this ball came from a demo that became so popular in the Amiga computers that almost became a mascot for it. :). You could say it's still true, a lot of graphics in AAA console/PC games could be called fake same way. Hence why many games just hit the hardware - keep it simple, and single threaded, and to hell with the OS. Step. In its day, that was almost unbelievable. My foggy memory tells me this little badge was the preferred official Amiga logo by the original Amiga engineers. Now I add your work to Amiga Artists group! By moving the top sheet around, you create the effect that the ball is bouncing around the grid. http://www.effectgames.com/demos/canvascycle/?sound=0. The Boing Ball is almost like a second logo for the old Amiga computers that were very popular in the 80's due to their impressive multimedia capabilities at the time. The program was written mainly in 'C' (some 830 lines of main program, with about 300 lines for the sound code). I do not know if there is a graphic program on the Amiga OS that I know how to use. The name Amiga was chosen by the developers from the Spanish word for a female friend, because they knew Spanish, and because it occurred before Apple and Atari alphabetically. No pixels need to be erased, no polygons rendered. this talk is one of my favorites from recent memory, seriously recommend for any graphics enthusiasts. In the original demo they were showing the normal desktop screen, showing window dragging, resizing, showing text editors, clocks, shell and what not. Soft shadows? That must have been a lot of engineering work. I'll point out that once they finally, FINALLY made a memory card for the Commodore 64, that plugged into the megabyte-per-second DMA port, there was a similar bouncing ball demo done for the C-64. This kind of screws with the memories of some interactions I've had with old fans over the years. Would be hard to sleep in those houses with that waterfall crashing ad infinitum... We stayed in a mountain bungalow during summer vacation, there was a waterfall close enough to hear (and be loud) but far enough away that it's noise sounded like a pleasant version of TV static. Here's one for the Amstrad CPC, where you can see the ball actually being drawn in all its 16-colour palette glory: And if you notice, only the Amiga Boing Ball was in stereo. To make the ball 'rotate' the colours assigned to Colour1 thru Colour30 are shifted one place to left (or right) a few times a second. http://www.gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics. I am extremely disappointed. That's it? The offsets were measured in bits rather than bytes? It's comparable with current CPU+GPU but on a vastly simpler scale. I mean I can learn software very fast, specially graphics software but setting up a good modern emulation of a PC is no trivial thing, it usually is many, many hours of work configuring this and that, that is what I've seen with my experience. http://obligement.free.fr/gfx/modes_graphiques_fashion.png, https://en.wikipedia.org/wiki/Robert_J._Mical, https://www.youtube.com/watch?v=fSwwqt3ue2M, https://mitpress.mit.edu/books/future-was-here. All tributes to the Amiga, which was basically my only relationship with the Boing Ball. It seriously took 10 years or more before a Windows desktop could move stuff around the screen as smoothly, mainly as the Amiga didn't actually move a lot of stuff a PC did. This was complicated a bit since you only had two scroll registers, one for even and one for odd bitplanes. Why didn't they just go on the internet and download an mp3? Chip could be accessed by CPU and any of the chips, Fast RAM just the processor for programs and data. I think there were even some games that worked with HAM mode, awkward as it was. The Amiga only supported bitplanes and not "chunky" modes like VGA where you have one byte per pixel. By simply changing the offset values it bounces around the screen. The demo itself was a very clever demonstration of how it's custom chips could be used to fake an effect rather than to create it with pure processing power. Think of these strips as Colour1 to Colour30, all of the colours are painted white, except for a few evenly spaced red ones. Mike Boeh originally had a very impressive one rendered in realtime on the title screen of his game Bugatron. I was co-designer of the Lynx hardware system, and I implemented an entire software development suite including a run-time library of hardware interface routines and a celebrated set of debugging, art and audio tools. Designs were being done for follow on sets, but never made it, and we got AGA (a fraction of AAA) years late. Obligatory link any time palette cycling images are mentioned: And, newly obligatory link to the GDC talk where the artist explains his technique. I think they started on AAA in 87, and cancelled it or put it on hold probably a dozen times. I can't remember if they also had a 4096 colour HAM image (Hold and Modify - a way of cheating with palettes and getting a LOT more colours) behind that. While on the PC you could switch out the various parts, the Amiga, at least on the A500, A600 and A1200, could not. I like how they came up with the sound for it: Rj is well known but lets not forget dave needle who passed away last year. Are you interested? Nothing else apart from £10,000+ dedicated things like a Quantel Paintbox (who bizarrely still exist) could touch it, especially after the Video Toaster came along. The Amiga has the ability to have bigger screens than the monitor can show at once. Amigas had two types of memory Chip RAM and Fast RAM. Great explanation. Step. The chipset needn't have been the achilles heel if Commodore had not been run by an asset stripping moron at the time. Precomputed physics and such. I remember wanting to play a Doom-like first person shooter back in my youth and being completely frustrated because the performance just wasn't there. Upload your creations for people to see, favourite and share. It might be obvious from the name, but there's also just one bit per pixel in a bitplane, and then you stack five bitplanes to get 32 colors. XWindows had that too, which when combined with point-to-focus resulted in all sorts of nasty flashing. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. increasing the x-offset you could scroll horizontally through a bitplane with a width larger than the screen's. There is a better and longer explanation of this effect in The Future Was There if you are interested. Find out what other deviants think - about anything at all. You can have different offsets into each bitplane, which is why the grid could stay in the same place while the ball bounced. Or maybe it wouldn't matter any more with the vast speeds we now reach, I don't know. You could "look" at the RAM and it was one way to rip images since you would see the bitmaps of images from the game still in RAM after the reset. Modern CPU+GPU has two separate pools of RAM linked via the PCIe. This way you get animation without redrawing pixels (expensive), but simply by resetting the palette (cheap). This was pre-acquistion days by Commodore. The ball is actually made up of many thin strips of colour.

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