Amiga Graphics Archive
amiga.lychesis.net
Amiga Graphics Archive
1–10 of 90 posts
Re: Amiga Graphics Archive
#2Re: Amiga Graphics Archive
#3This brought back some memories. So nice to see art from an era where you really needed talent to be able to produce it. Such a nice contrast to the AI slop which takes no talent to produce!
Re: Amiga Graphics Archive
#4Two big reasons. First, it's about running memory chips in parallel to increase bandwidth. Image data was hard to get to the screen fast enough with hardware in that era.
Second it allowed for simple backwards compatibility. Programs were used to writing directly to video memory, and in an EGA card the start of the video memory was valid CGA data. The rest of the colour data was in a separate bit plane.
Re: Amiga Graphics Archive
#5Re: Amiga Graphics Archive
#6Fun memory: I was with my best friend at another friend's place and his father called him to do some chore. He had to quickly mow the small lawn or something like that. So we decided to prank him: I don't remember all the details but basically we launched Deluxe Paint and simulated an Amiga "guru meditation" using a font that wasn't even correct (I think because we were in 320x256 while the real guru meditation was using a mode with smaller pixels). Then in broken english we wrote something like this:
"Hardware failure. If you reboot or turn off your computer it is going to broke forever"
We then did a color cycling between red and black for one of the color and put the drawing software in "full screen".
When our friend came back, we played dumb and said we had no idea what happened but that apparently we really shouldn't turn the computer off. We managed to hold it for something like ten minutes while he though his computer was done for good but we were dying inside.
All three of us remember that prank to this day.
https://en.wikipedia.org/wiki/Guru_Meditation
P.S: as a side note with the help of Claude Code CLI / Sonnet 4.6 I managed to recompile a 30+ years old game I wrote in DOS in the early 90s (and for which I still have the source files and assets but not the tooling) and I was using converter (which I wrote back then) to convert files between the .LBM format and a "tweaked" (320x200 / 4 planes) DOS mode I was using for the game (which allowed double-buffering without tearing). I don't remember the details but I take it that if we had .LBM picture files, me and the artist where using Deluxe Paint on the Amiga.
Re: Amiga Graphics Archive
#7So for anyone looking into old school graphics programming, bit planes are pretty confusing when you don't understand why they exist. Two big reasons. First, it's about running memory chips in parallel to increase bandwidth. Image data was hard to get to the screen fast enough with hardware in that era. Second it allowed for simple backwards compatibility. Programs were used to writing directly to video memory, and i…
Re: Amiga Graphics Archive
#8Re: Amiga Graphics Archive
#9Color cycling in the picture file format was so epic! Fun memory: I was with my best friend at another friend's place and his father called him to do some chore. He had to quickly mow the small lawn or something like that. So we decided to prank him: I don't remember all the details but basically we launched Deluxe Paint and simulated an Amiga "guru meditation" using a font that wasn't even correct (I think because w…
Re: Amiga Graphics Archive
#10In terms of colors the most popular VGA modes (320x200 or 320x240, 256 color palette, 18 bit color depth) are superior to the most popular Amiga graphics modes (320×200 or 320x256, 32 color palette, 12 bit color depth).
But somehow Amiga graphics is still often nicer.