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      /  Custom Screens System (fiddling with AMOS Professional and AGA)
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saimo 
Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 4-Sep-2019 10:38:49
#1 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2217
From: Unknown

This project has been gathering dust for 16 years, but I have finally decided to at least let Amigans know about it.

Back in 2002 (or early 2003) I got in touch with a developer who had released a nice AMOS Professional game. While chatting with him, I had the idea of developing a fancy Copper trick that would have allowed the game he was currently working on to flip the screen as seen in the level introduction screens of Project-X. The trick was never used (and the game was never released), but little by little it developed into a full video system for AMOS Professional that, by exploiting the AGA chipset, greatly expanded the platform's capabilities. As an added challenge, I decided to implement the system using AMOS Professional itself (eventually, for performance reasons, I implemented a procedure in assembly, but I did resist the temptation of doing the same for other procedures).
Here's how the system documentation introduces the system itself:

The Custom Screens System (CSS) is a system which extends the AMOS Professional screen handling capabilities by exploiting the AGA chipset. It allows to define Custom Screens (CSs), by means of custom Copperlists, that are 100% compatible with the graphic operations (bobs, drawing, texts, buffering, etc.) and that open a wide range of possibilities - most notably non-EHB 64 colors screens and an advanced Dual PlayField mode, named Cross PlayField (XPF).

Features:
* up to 8 CSs at once;
* CSs with up to 64 non-EHB colors;
* CSs usable as normal screens for graphic operations;
* CSs display window size and position restricted only by hardware limits;
* scrolling fully supported;
* 35 ns horizontal scrolling granularity;
* extended palette control:
* 24 bit RGB color values (for everything);
* fading from any palette to any other palette;
* palette allocation, mixing, masking, etc.
* XPF:
* up to 8 bitplanes;
* per-color opacity/transparency of the Front CS freely defineable;
* all that can be done with CSs can be done with XPFs, too;
* miscellaneous visual effects;
* miscellaneous utility procedures;
* Copperlist optimization.

The CSs comes in the shape of a collection of procedures written in AMOS Professional itself (except for one written in assembly).


This video shows a what the system was capable of; more specifically, how the system can overlay two indipendent screens (in the examples, the background has a depth of 5 bits and the foreground has a depth of 3 bits, but the depths can be any from 2 to 6, as long as their sum is at most 8), manipulate their palettes and degree of blending, and execute the flip screen effect that got everything started.

https://www.youtube.com/watch?v=BtlVPMdFhi0

Although CSS was fully functional and complete with tutorials and documentation, I never distributed it because, at some point, I realized I could have obtained more flexible and performing results by implementing the core idea differently. So, I started a new system from the scratch, called Advanced Video System (AVS). When it was about 80% done, a terrible thing happened: I lost the sources! I managed to recover some older sources, but I felt too bad to restart the development (not to mention that I was about to move country, so I did not have much time left).
In my dreams, one day I'll use CSS to rework two old games of mine, but honestly I don't know if I'll ever have a chance to.

Last edited by saimo on 05-Sep-2019 at 02:08 AM.
Last edited by saimo on 04-Sep-2019 at 11:20 AM.

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OlafS25 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 4-Sep-2019 13:10:30
#2 ]
Elite Member
Joined: 12-May-2010
Posts: 5541
From: Unknown

@saimo

I do not know if you know it already

there was "the game extension" of Mr. Cahill which supported AGA too

I tested it by opening AGA screen and loading iff that worked

I did not make more explorations because I missed f.e. sprites which I could use in it.

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saimo 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 4-Sep-2019 14:45:43
#3 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2217
From: Unknown

@OlafS25

Yes, I knew that there were extensions with AGA features, but things evolved naturally from the initial flipping effect and, anyway, the fun was precisely in writing that stuff ;)

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zErec 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 14:34:08
#4 ]
Cult Member
Joined: 17-Dec-2003
Posts: 512
From: Germany

@saimo

On Word -> AWESOME!!!
I would love to give it a try.

_________________
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saimo 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 14:49:32
#5 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2217
From: Unknown

@zErec

Quote:
On Word -> AWESOME!!!

Thanks

Quote:
I would love to give it a try.

Sorry, but I'm not planning to distribute it because:
* it isn't optimal and it has some limitations (AVS would have been much better, but I don't have time to work on it);
* I can't afford to give support (too much in a mess).

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NutsAboutAmiga 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 16:25:45
#6 ]
Elite Member
Joined: 9-Jun-2004
Posts: 11118
From: Norway

@saimo

That's really interesting.

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klx300r 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 20:46:17
#7 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3478
From: Toronto, Canada

@saimo

way over my head to understand fully but sounds really cool and I know you make one of a kind games with awesome gameplay for our beloved C64's and miggies so I'm sure this next little project is something I'm gonna love!

_________________
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saimo 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 21:16:09
#8 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2217
From: Unknown

@NutsAboutAmiga

Thanks!


@klx300r

Thanks for all the kind words, but this is an ancient and dead project. If I had had infinite time, I'd have surely used it for some game, but reality is different.

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klx300r 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 5-Sep-2019 22:56:54
#9 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3478
From: Toronto, Canada

@saimo

as I get older I've learned that ones version of 'reality' changes quite often...flipping a coin determines whether for good or bad

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c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII
! My Master Miggies- Amiga 1000 & AmigaOne X1000 !
mancave-ramblings
X1000 I BELIEVE

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saimo 
Re: Custom Screens System (fiddling with AMOS Professional and AGA)
Posted on 6-Sep-2019 10:10:32
#10 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2217
From: Unknown

@klx300r

I definitely wish flipping a coin would give me infinite time

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