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/  Forum Index
   /  Amiga General Chat
      /  HAM/HAM8 limits
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PosterThread
cdimauro 
HAM/HAM8 limits
Posted on 8-Sep-2025 4:42:40
#1 ]
Elite Member
Joined: 29-Oct-2012
Posts: 4526
From: Germany

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

Quote:

Hammer wrote:
@cdimauro

Quote:

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).


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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