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cdimauro
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HAM/HAM8 limits Posted on 8-Sep-2025 4:42:40
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Joined: 29-Oct-2012 Posts: 4528
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| Continuing the discussion from here: https://amigaworld.net/modules/newbb/viewtopic.php?mode=viewtopic&topic_id=45508&forum=16&start=500&viewmode=flat&order=0#880971
@Hammer
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Hammer wrote: @cdimauro
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cdimauro wrote:
But there were two problems with HAM8: it was only useful for static images, and it was still... bitplane-based (which can cause flickering issues, due to bitplanes which should be individually updated and that can get out of sync with the display).
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Without a large CPU boost, |
For doing what, converting a 12 / 24 bit framebuffer to HAM / HAM8 with brute force to overcome their limits? That wasn't the Amiga way. Quote:
https://www.youtube.com/watch?v=Fcx5tyAZTQ4 Amiga's Time Gal AGA example
Amiga AGA can do pre-baked full motion HAM8 laser disc-style games. The problem is the Commodore's weak game content to drive platform sales for the anime "gooner" market. |
Using pre-computed graphics for for HAM/HAM8 animations wasn't a problem and never under discussion: it was a good way to use those graphic modes.
Albeit the planar graphics wasted both space and bandwidth due to the minimum 16/32 pixels / bits alignment PER bitplane: a packed/chunky version would have been way more efficient (as almost always, with planar vs packed graphic). |
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Hammer
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Re: HAM/HAM8 limits Posted on 8-Sep-2025 18:15:10
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Joined: 9-Mar-2003 Posts: 6607
From: Australia | | |
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| @cdimauro
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For doing what, converting a 12 / 24 bit framebuffer to HAM / HAM8 with brute force to overcome their limits?
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Samuel Devulder's Quake port uses a 256-color framebuffer before converting to a HAM framebuffer.
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That wasn't the Amiga way.
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HAM is part of the Amiga's value add.
The problem is CPU power, which is not Commodore's area.
CD32's FMV module has a 24-bit display with a 16-bit bus, 80 ns access FPM DRAM.
Last edited by Hammer on 08-Sep-2025 at 06:19 PM.
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Karlos
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Re: HAM/HAM8 limits Posted on 9-Sep-2025 8:49:16
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4964
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @cdimauro
I don't really think HAM was intended for moving graphics, period. A lot of care has to be taken to avoid fringing artefacts. That said, what was or was not the "Amiga way" is a bit moot today. I actually quite like the fact that ludicrous (CPU) speed opens up new opportunities to experiment with this stuff. _________________ Doing stupid things for fun... |
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