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      /  Did any games ever use HAM mode?
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PosterThread
xeron 
Re: Did any games ever use HAM mode?
Posted on 17-Oct-2007 18:46:16
#21 ]
Elite Member
Joined: 22-Jun-2003
Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

@Hans

AFAIK, E-Motion used HAM.

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voxel 
Re: Did any games ever use HAM mode?
Posted on 17-Oct-2007 19:52:34
#22 ]
Member
Joined: 9-Mar-2003
Posts: 99
From: Somewhere near Clermont-Ferrand - France

@Hans

there was a beautifull german rpg game that used ham for its screens but I can't -yet- remember its name

Last edited by voxel on 17-Oct-2007 at 07:53 PM.

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cHaOs667 
Re: Did any games ever use HAM mode?
Posted on 17-Oct-2007 20:17:23
#23 ]
Cult Member
Joined: 12-Nov-2004
Posts: 706
From: Bad Homburg v.d.H., Germany

@voxel

Do you mean "Evil's Doom"?
http://hol.abime.net/3953

It's sad that this game never get out - i've waited ages! :(

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I love my AMIGA Collection...
2x A500 (1x 1MB) OS1.3
1x A600 (40MB HDD) OS2.05 (broken joyport)
1x A1200 (68030/50, 32 MB Fast RAM) OS3.1
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cHaOs667 
Re: Did any games ever use HAM mode?
Posted on 17-Oct-2007 20:25:07
#24 ]
Cult Member
Joined: 12-Nov-2004
Posts: 706
From: Bad Homburg v.d.H., Germany

@Crumb

Quote:
¿Do you remember the game Universe? IIRC it used HAM5 to get 256colours on an A500.


Universe had 256 colors on the Amiga 500 but they don't use the HAM Modes, they had developed an own technique called "SPAC Mode"
seen here

Last edited by cHaOs667 on 17-Oct-2007 at 08:25 PM.

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I love my AMIGA Collection...
2x A500 (1x 1MB) OS1.3
1x A600 (40MB HDD) OS2.05 (broken joyport)
1x A1200 (68030/50, 32 MB Fast RAM) OS3.1
1x A4000D 040/40 (48 MB Fast), OS3.9, Fastlane Z3, CV64, Deneb, Indi AGA
1x CD³²
1x µAOn

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hardwired 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 9:16:21
#25 ]
Regular Member
Joined: 15-Mar-2007
Posts: 106
From: Portugal - Gaia

@Hans

"If I did have the time (and access to my A1200), here's what I would do:
- write a library and tool that reads in the truecolour graphics (using datatypes) and generates HAM6/8 format imagery and the additional bitplanes as outlined in my previous posts"

Well, I remember that there was already a way of achieving that - In fact it was a way to display HAM & HAM8 pics on the workbench background and windows, through a Cybergraphics datatype and a screenmode settings hacked...

I don't remember where I got that, but it worked pretty well.
The problem was that no other program was able to set the screen mode to ham (in a manner that it made it aware to the use of the datatype). I remembered having tried that with AWEB back in 2000...

It's been a while, but I remembered going to the portuguese 2nd Mira Amiga Party with such display on WB, and a lot of people already knew that was possible, someone had used themselves...

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Hans 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 11:54:56
#26 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5066
From: New Zealand

@hardwired

Quote:

hardwired wrote:
@Hans

"If I did have the time (and access to my A1200), here's what I would do:
- write a library and tool that reads in the truecolour graphics (using datatypes) and generates HAM6/8 format imagery and the additional bitplanes as outlined in my previous posts"

Well, I remember that there was already a way of achieving that - In fact it was a way to display HAM & HAM8 pics on the workbench background and windows, through a Cybergraphics datatype and a screenmode settings hacked...

I remember that hack too. However, it won't convert truecolour images to HAM6/HAM8; you needed icons in HAM6/HAM8 (matching your mode) in order to use it. You still need something to convert it. Possibly the datatypes system did the conversion, as it knows which mode the screen it's displaying on is.

Hans

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Jupp3 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 12:12:42
#27 ]
Super Member
Joined: 22-Feb-2007
Posts: 1225
From: Unknown

Probably a few open source ports can use HAM modes, not sure though...

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Hypex 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 12:42:00
#28 ]
Elite Member
Joined: 6-May-2007
Posts: 11180
From: Greensborough, Australia

@Hans

Quote:
If I'm right about this, a 64-colour game (ignoring copper tricks) would use 7 bitplanes (including the mask), whereas we'll need an extra 5. So you're going to require 12/7 = 1.71 times more bandwidth (16/9 = 1.78 times more for HAM8). However, assuming that most machines now have fastRAM, some of the composition could be offloaded to the CPU, particularly if the CPU is a 68030+. I think that it's feasible.


For a full 64 colour screen you needed AGA and 6 bitplanes. For ECS you could fake a 64 colour screen by using extra-halfbrite mode, a cool invention. It used 6 bitplanes as well IIRC, although the normal max ECS could use was 5-bitplanes at 32 colours, but the upper half and extra 32 colours in the palette were half the colours in the normal palette.

Quote:
Slightly off-topic, but out of interest, did anyone ever use HAM7 (if HAM5 is ok, I assume that HAM7 would be too).


I didn't know there was a HAM-5 and HAM-7. All I know of is HAM-6 using 4-bitplanes for 16 colour palette and 2-bitplanes for selecting palette index, red, green or blue components. And AGA HAM8 which uses 2-bitplanes for palette index, red, green or blue components and the other 6-bitplanes for 64 palette colour entries or a 6-bit colour component.

Apart from that AGA could do it in multiple resolutions.

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jkirk 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 14:28:16
#29 ]
Elite Member
Joined: 28-Jan-2005
Posts: 3349
From: Georgia (usa)

@Hypex

not sure the modes used but i think legend of kyrandia used 64 colors.(definitely not full ham)

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agnuz6569 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 14:52:22
#30 ]
Member
Joined: 1-May-2007
Posts: 87
From: in the Toaster

play "Sexanoids1 & 2"! It have nice HAM6-Interlace-Ingame-Graphics and its an arcanoid clone with nice cover girls behind the bricks:


http://www.scienide.de/html/games.htm

Its not wrong to be over 16 years to play that because of the nudity of the girls

Last edited by agnuz6569 on 18-Oct-2007 at 02:53 PM.
Last edited by agnuz6569 on 18-Oct-2007 at 02:52 PM.

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matthey 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 14:52:34
#31 ]
Super Member
Joined: 14-Mar-2007
Posts: 1968
From: Kansas

A10 (flight sim) V1.5 I've read used EHB in game and HAM for still pictures.

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Hans 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 14:59:04
#32 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5066
From: New Zealand

@Hypex

Quote:

Hypex wrote:
@Hans

Quote:
If I'm right about this, a 64-colour game (ignoring copper tricks) would use 7 bitplanes (including the mask), whereas we'll need an extra 5. So you're going to require 12/7 = 1.71 times more bandwidth (16/9 = 1.78 times more for HAM8). However, assuming that most machines now have fastRAM, some of the composition could be offloaded to the CPU, particularly if the CPU is a 68030+. I think that it's feasible.


For a full 64 colour screen you needed AGA and 6 bitplanes. For ECS you could fake a 64 colour screen by using extra-halfbrite mode, a cool invention. It used 6 bitplanes as well IIRC, although the normal max ECS could use was 5-bitplanes at 32 colours, but the upper half and extra 32 colours in the palette were half the colours in the normal palette.


The seventh bitplane is for a mask denoting the blitter object shape. Obviously you don't need that for the background, but everything else does.

Hans

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AmiDelf2 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 15:37:42
#33 ]
Regular Member
Joined: 8-Aug-2005
Posts: 346
From: Norway, Oslo

Kang Fu is a platformer which uses HAM mode. It requires a lot, but
isnt really a great game ;)

Kang Fu
http://hol.abime.net/2545


Burnout? This is atleast a highres racing deathmatch game. It uses
highres graphics atleast.Looks very great!

Burnout for AGA Amigas
http://hol.abime.net/250


I dont know if Super Stardust is a HAM game, but the graphics are
really spectacular!

Super Stardust for AGA Amigas (Stardust for A500/A600 etc)
http://hol.abime.net/2212

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Helge 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 15:56:51
#34 ]
Cult Member
Joined: 10-Jul-2006
Posts: 689
From: Norway

@All

Another game that used HAM in the overall game, was the game "Cruise For A Corpse". That game used 4096 colored HAM6-mode It was done pretty well too, with the animation in HAM6 mode

I'm impressed that a great numbers of old Amiga games using HAM-mode, used it to the best

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ChrisH 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 21:59:36
#35 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

Don't forget OloFight, the HAM8 beat-em'up! I'm not sure if it was ever released, but you can find screenshots on the Aminet:
http://uk.aminet.net/game/demo/OloFight.readme

@AmiDelf2
Super Stardust did not use HAM (as far as I know), but it may well have used 256 colour gfx.

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AmigaBlitter 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 22:13:31
#36 ]
Elite Member
Joined: 26-Sep-2005
Posts: 3512
From: Unknown

@ChrisH

There was a game that i've seen only on "The Game Machine" magazine. It was a platform game in 4096 colours, but i don't remember the name of this game.

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Akiko 
Re: Did any games ever use HAM mode?
Posted on 18-Oct-2007 22:25:34
#37 ]
Cult Member
Joined: 26-Mar-2004
Posts: 781
From: UK

Maybe I'm wrong but didn't Big Red Adventure use high resolution HAM graphics?

I remember playing the cover disk version years ago and being very impressed with the resolution... Having being reminded I now really want this game

Last edited by Akiko on 18-Oct-2007 at 10:26 PM.

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