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Amiga Graphics Archive

amiga.lychesis.net

61–70 of 90 posts

Re: Amiga Graphics Archive

#61

There’s something about the Amiga era font and graphic style that I love and I always feel is unique to the Amiga but had trouble pinning it down to a particular developer or graphics artist. Ruff n Tumble is a good example, with like chunky futuristic font, the strong gradients all over everything and even the colours. It’s not common to all games though.

pinning it down to a particular developer or graphics artist Jim Sachs was one of the early masters. The Wikipedia article about him does not do him justice: https://en.wikipedia.org/wiki/James_D._Sachs One amazing thing was that even after the Amiga became available, he continued simultaneously making great art on the C-64.

I met Jim at users groups and trade shows and had to the opportunity to hang out with him several times. Not only an incredible artist but extremely humble and just a very nice human.

Re: Amiga Graphics Archive

#62

This is great stuff! As a side note, I wonder if anyone has created a HAM viewer that runs in the browser? I remember HAM flickering by necessity and being amazed by 4096 colors on-screen at once. There was a certain quality of HAM images on the Amiga that made them instantly identifiable. https://en.wikipedia.org/wiki/Hold-And-Modify

I remember HAM being stable until you moved the mouse and then it would flicker until you stopped moving the mouse because the scan line interrupts would be interrupted by the mouse, throwing the sensitive scan line timing off.

Re: Amiga Graphics Archive

#63

A super minor nitpick: it’s jarring to see the Amiga referred to as 16 bit. It wasn’t described that way at the time: it was universally (that I saw anyway) called a 32 bit machine, and reasonably. It had a flat 32 bit address space (although the 68000 itself didn’t support all those address lines because what kind of supercomputer would need 4GB of RAM?). All the registers and operations were 32 bit. Some of the int…

To someone who was around at the time, this sounds silly. Is the Commodore 64 then a 16-bit machine, because its address pointers are 16 bits? No, the Amiga and related 68000-based machines were generally considered to be 16-bit machines, and their predecessors were all considered to be 8-bit machines.

Re: Amiga Graphics Archive

#64
post #4

So 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…

It also saved memory with "odd" number of bits eg 3 bitplanes for 8 colors per pixel.

Yes, I too remember the memory savings being the key aspect of bitplane design choices in the early and mid 80s. The increased granularity in varying the trade-off between memory for graphics vs program code being the secondary aspect. The downside to bitplanes vs chunky pixel formats was having to write to four different memory addresses to fully change one 16 color pixel.

One case where bitplanes could be faster was high-res bitmapped text. As long as your text was monochrome (all in one bitplane), you could write an 8 pixel wide character with one byte. This was a big deal when it came to scrolling a screen full of bitmapped text.

Re: Amiga Graphics Archive

#65
post #16

Earlier quoted context omitted.

Amiga happened way before VGA was mainstream.

Amiga 1000 was released in mid-1985, although I think few units were shipped before 1986. Amiga 500 was 1987 - same year as VGA, its little brother MCGA, and the Mac II. Not sure when VGA would have been considered mainstream... 1989 maybe? Mac LC was 1990, so probably before that. VGA and Mac color were better for most practical things. Square pixels and far fewer resolution/flicker/color tradeoffs.

> Amiga 1000 was released in mid-1985, although I think few units were shipped before 1986.

It was announced on July 26th, 1985 at Lincoln Center with Andy Warhol painting Blondie (Debby Harry) live on-stage (a demo which was re-created at the Computer History Museum this past Summer as part of the Amiga 040th celebration). But you're right it wasn't commonly available until the late Fall. I managed to get mine at the end of November.

Re: Amiga Graphics Archive

#66

A super minor nitpick: it’s jarring to see the Amiga referred to as 16 bit. It wasn’t described that way at the time: it was universally (that I saw anyway) called a 32 bit machine, and reasonably. It had a flat 32 bit address space (although the 68000 itself didn’t support all those address lines because what kind of supercomputer would need 4GB of RAM?). All the registers and operations were 32 bit. Some of the int…

While the 68000's registers are 32-bit, the data bus is 16 bit, the A1000, A2000 and A500 that defined the range had 16-bit fetching chipsets, they literally had 24-bit address buses. None of this says "32-bit". It can't be overlooked.

Many games crashed on the 32-bit clean A3000, A1200, A600, A4000 because programmers used the upper byte of addresses for their IQ or whatever. (Similar issues with ARM2 to ARM3 in Acorns, even RISC OS itself can be categorized into '26-bit' and '32-bit clean' varieties due to Acorn thinking the memory space ignores the upper 6 bits so they can store what they like there)

The competition before the Amiga's launch solidly called itself "8-bit". The next generation called itself "16-bit" to hype itself. Later machines touted their "32-bit"ness, and then came the Nintendo 64 and PSX on MIPS processors...

All the hedges you made, "don't look here, look there" can be reversed to emphasize the 16-bitness!

Does this say something about you? Did you come to the Amiga later in its life, e.g. 1991-1993, when 68020s/030s/040s were an option? Or were you there in 1985 when it debuted?

Re: Amiga Graphics Archive

#67
post #4

So 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…

I don't think the Amiga has either parallel / per plane chip memory, or any need for backwards compatibility with CGA.

Indeed. As per this timing diagram, Denise accesses each 16-bit word of each bitplane sequentially. Any bitplanes you turn off, the more cycles available for blitter... or CPU!

Fun fact! The Amiga Workbench is 4 colour hires by default, because hires is impressively businessy... but 8 or 16 colour hires would lock out the CPU most of the time, as the chipset would have to dip into the 68000's even cycle RAM accesses and stall it. 4 colour hires lets the CPU (on a chipmem-only system) run at full speed!

http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_gui...

Re: Amiga Graphics Archive

#68
There's just something uniquely special about hand-drawn pixel art at resolutions around 320 x 200 with 16 to 256 colors - especially when viewed on analog CRT screens with their scanlines and phosphor glow which blend colors and soften the hard pixel edges some people today think as "retro" (which isn't at all how this art actually looked in the 80s to the artists or their audiences).

I think a key aspect of the magic is that the technical constraints force art to be representational instead of photo realistic. There just weren't enough pixels or colors, so artists had to make intentional choices about where to focus their limited pixels and palette to imply the detail they couldn't fully draw and that made their images evocative in ways photo-realism usually isn't. Earlier digital graphics with 4 to 16 colors and resolutions around 160 x 120 to were generally 'moving icons' as seen in arcade games like Pac-Man, Donkey Kong and Galaga and most late-70s and early 80s home computers (Apple II, Atari 400/800, C64, etc). Of course, this wasn't just due to pixel and palette limitations but also the 8-bit CPUs at sub-4 MHz clock speeds and limited memory (usually 8k to 32k game size).

It wasn't until around the mid-80s when arcade and personal computer hardware with 16-bit CPUs at 8 Mhz+ and 256K memory hit that magic middle-ground we see as unique to that era of computer and arcade graphics. By the mid-90s it was already starting to vanish as palettes grew beyond 256 colors and resolutions exceeded 15Khz analog video (roughly 240 lines high). A great example of the peak visuals possible from the painstaking care and artistic virtuosity of this era can be seen in the incredible hand-drawn sprites of "Street Fighter II": https://fabiensanglard.net/sf2_sheets/index.html.

The other reason I think so many of us see the art style of this era as uniquely special is it ended suddenly with a huge leap to deep color palettes, higher resolutions and 3D rendered graphics. This happened due to the unique nature of analog 15Khz video and the desire to avoid interlace flicker, causing resolutions for most consumer-priced computers and game consoles to max out in the mid-80s at less than 240 vertical lines. Since artists generally want to work in roughly square pixels, this limits horizontal resolution to around 320. So, for nearly a decade the benefits of using the existing televisions consumers already had, limited the visual output of home computers and game consoles to 240 lines. It even froze the evolution of most arcade machines due to the cost savings of using CRTs made for TVs. Even one of the last 2D arcade hardware platforms, Capcom's 1996 CPS III, was limited to 384 x 224 resolution. After this unprecedented 'hold' of nearly ten years on the march of pixel progress, the next increment most consumers saw was a huge and seemingly sudden leap - a doubling of vertical and horizontal resolutions and a jump from 4 and 8-bit palettes (16 to 256 colors) straight to 16-bit palettes (65,535 colors). And this happened at almost the same moment the rush to 3D rendered graphics killed any interest in hand-drawn pixels. In just a few years, virtually all the computer and game pixels consumers saw changed dramatically in both scope and style, creating a clear divide between hand-drawn 2D pixel art at analog resolutions and everything that came after.

Re: Amiga Graphics Archive

#69

Earlier quoted context omitted.

pinning it down to a particular developer or graphics artist Jim Sachs was one of the early masters. The Wikipedia article about him does not do him justice: https://en.wikipedia.org/wiki/James_D._Sachs One amazing thing was that even after the Amiga became available, he continued simultaneously making great art on the C-64.

I met Jim at users groups and trade shows and had to the opportunity to hang out with him several times. Not only an incredible artist but extremely humble and just a very nice human.

The July, 1988 issue of Run Magazine has profiles of then-leading-edge computer artists using Commodore gear.

Re: Amiga Graphics Archive

#70

I made a DeluxePaint/Amiga LORA you can use with Stable Diffusion/FLUX a while back for the lulz[1] I also used that LORA and some video models to try to make a little movie with the same style[2] Here's a guide on how to generate LORAs too if you're interested[3] Finally, there's a DeluxePaint clone someone released that is pretty cool to play around with[4] [1]: https://civitai.com/models/875790/amiga-deluxepaint-o…

FFS ruining it for ppl that are old enough as well. I really wanted to try this out :/

Access Restricted for Australian Visitors As of March 16, 2026, Civitai is no longer accessible to users in Australia.

This is due to Australia's Age-Restricted Material Codes, registered under the Online Safety Act and enforced by the eSafety Commissioner. These codes require platforms that host user-generated content — including AI-generated imagery — to implement age verification measures such as facial age estimation, digital identity wallets, or photo identification checks before allowing access to age-restricted material. Simple self-declaration of age is no longer considered sufficient. Non-compliance carries civil penalties of up to AUD $49.5 million per breach.

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