Hannibal information 78 glöps
- general:
- level: user
- personal:
- first name: Soren
- last name: Hannibal
- intro Amiga OCS/ECS Game Under by Lemon.
- Yep, the mul trick helped stabilize the raster. It wasn't 100% steady like Blueberry's, Rhino's, or Gigabates' version, but it was good enough, and much better than AOUTS.
Another "trick" was to remove branching from the copper and instead just duplicate the copper colors (and ham bitplanes) 4 times - Rhino did this as well, so I thought this was fair game :-) This is a big reason for why it is so short - there's a lot more blitting happening than in other versions.
Those two tricks weren't the critical improvement, though :-) - isokadded on the 2025-08-22 19:44:20
- intro Amiga OCS/ECS Stuck in the Middle by Desire [web]
- I appreciated that this is the only rotzoomer that has managed 100% cycle-stable CPU while having audio DMA is interleaved with copper DMA. Very clever, and I reused that trick in my latest release, too.
- isokadded on the 2025-08-20 00:08:21
- intro Amiga OCS/ECS Game Under by Lemon.
- It's mostly the same techniques as AOUTS, with one critical improvement (which I am sure some of you will spot).
Yes, it could be a little taller, but I chose to focus on a nice design instead - using a large 5-bitplane logo and dual playfield scroller (both in overscan), which stole a lot of cycles.
The design started with Critikill's grafitti logo, which led Virgill to the hip-hop theme, then CK's tag font, and Teo jumping in to help finish off the music.
I created the texture in werkkzeug instead of using a photo or AI image just to make something that fit the color scheme. The image doesn't need rainbow colors barfed all over it to be truecolor, but i still think there are around 50-100 unique colors in it.
In another post Blueberry said that 376 pixels are visible on real hardware on some displays, and my monitor shows 371 pixels. That would be 94 columns (or 93 full and 2 partial columns) as the limit, so this is maybe not the end - but I am out of ideas to make it wider.
This battle has been so much fun - thank you Blueberry, Gigabates, and Rhino, I learned from all of you :-) - isokadded on the 2025-08-18 16:27:09
- intro Amiga OCS/ECS ...And One Up The Sleeve by Lemon.
- Quote:
sunjohn and virgill making demos and breaking world records. is it '92 or what? :D love it! also kickass logo by ck <3
Teo, your psychic abilities are impressive, but *this one* was not 92, only 80 :-) - isokadded on the 2025-08-17 00:59:58
- intro Amiga OCS/ECS Stuck in the Middle by Desire [web]
- Very cool
Nice pick for soundtrack and graphics, and the name was clever. Plus the music and texture are both well done.
Thank you for releasing your non-HAM version, it was cool to study. The HAM version is the star of course. I love that it is a sizable improvement over your own previous record, but on top of that you have added the rubber effect to it - everything takes time, but it adds style. Respect
Is 384 pixels the screen hardware limit? I dont think I've ever done anything beyond 352. - rulezadded on the 2025-08-04 09:01:20
- intro Amiga OCS/ECS Still Snacking by Batman Group & Capsule
- Very nice!
Haven't had time to peek at this yet, but I'm excited to see the tricks you use. - rulezadded on the 2025-07-26 00:47:45
- intro Amiga OCS/ECS ...And One Up The Sleeve by Lemon.
- @magic It was trackloaded because I have a solid trackloading demo OS, with a custom build toolchain, a rapid iteration loop, and lots of helper functions. It is enjoyable to use, and made it super fast to put this together.
Everything could of course be done as a single-file executable, but that would be less fun for me. - isokadded on the 2025-07-22 04:15:09
- intro Amiga OCS/ECS ...And One Up The Sleeve by Lemon.
- And the emulator issues were unsurprisingly caused by changing display mode mid-rasterline. The surprising part is that Toni had already fixed it in the latest version. WinUAE is really amazingly accurate.
- isokadded on the 2025-07-21 16:21:54
- intro Amiga OCS/ECS ...And One Up The Sleeve by Lemon.
- Someone discouraged me from doing tech writeups and open sourcing of 3DD3 to let everyone have fun doing their own investigations and guessing. However, since you've already figured out everything, Jobbo, I'm happy to just add a few more details.
The first 256 pixels is 4-bitplane HAM with fixed pixel order xxrgbbbbxxrgbbbb (x being garbage), overlaid with sprites that cover all the xxrg pixels. This is done with fixed patterns like 1111000022220000, and with sprite DMA off. I also use attached sprite mode without attaching them, to get colors 4 and 8
The last 64 pixels is just non-HAM 4 bitplanes showing 16 columns in color 0 to 15.
The copper is busy updating sprite colors and moving sprites forward on each rasterline to cover the full 256 pixels, and switching screen modes at the exact right time. The CPU sets the other colors.
The copper also has to use the sprites to cover the transition from HAM to non-HAM, as there was some minor garbage from the bitplanes. I didn't investigate if there was a way to avoid that garbage.
In order to draw both HAM and non-HAM pixels, I have 2 copies of each image in memory: one in regular 0000rrrrggggbbbb format and one encoded in rgbbrgbbrgbbrgbb format. I rotzoom the HAM bits into an intermediate buffer I do 2 passes of copper-controlled chunky-to-planer blits on the HAM intermediate buffer to get them into the right format (which ends up being 4 blits in total for the 2 passes).
The images are 256 wide and 128 tall, so they can fit in 64k buffer, which enables image tiling, as all reads are with 16 bit offsets of -$8000 to $7ffe. I also have the images duplicated twice next to each other, so they take 128k. This allows full panning and zooming by offsetting the address pointer between ImageStart+$8000 and ImageStart+$17ffe.
Blueberry's is larger than mine in part because he sets many more colors with the CPU and is more efficient during that loop, and in part because I have to spend dma cycles moving sprites and change display settings.
I'm pretty sure 80 is not the limit. There are many puzzle pieces to move around, and so far I've spotted 2 things I think I could have done better. Plus I wonder what other crazy techniques other people have come up with - it would have been fun to see Gigabates' work. - isokadded on the 2025-07-21 16:15:35
- intro Amiga OCS/ECS ...And One Up The Sleeve by Lemon.
- The width challenge still makes sense :-)
- isokadded on the 2025-07-20 16:06:15
account created on the 2006-01-30 23:42:28
