Originally posted by NickFitz
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Originally posted by Bunk View PostI first read that as "32-bit graphics". I thought that was a bit advanced for the Amiga.
Though of course nobody could afford enough memory for that back thenComment
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I'd read it as 32 colour (or color) and understood it as 32 bit colour (or color).
It's soooooo long ago in process terms.Comment
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Originally posted by zeitghost View PostI'd read it as 32 colour (or color) and understood it as 32 bit colour (or color).
It's soooooo long ago in process terms.
Resolution of 320x200 => 8000 bytes for a single bitplane. Due to various complexities relating to scrolling and the way the screens were mapped (which was originally done for a flip-screen technique on the ST, and not adaptable to progressive rendering in anything but full screen images), the screen buffer had to be three screen widths, and there had to be two (so the next set of screens could be drawn on one while the other buffer was being displayed), so that's 48000 bytes for 1 bit, meaning 16 colours (4 bit) would have needed 192,000 bytes; but the extra bit for 32 colours bumped it up to 240,000, or just under 240K. That's just for display ram. All the sprites used for building the landscapes and for the characters also went up in size by 25% compared to the original versions.
It's no wonder the finished product, once my minuscule bit of debug code was removed, had something like 112 bytes free on a 512K machineComment
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Morning all.
The Agent Orange mould killer stuff is doing its thing.
I've almost got the kitchen back to a state where I can cook Sunday lunch.
I don't think I'll be cleaning the houses today.Comment
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Afternoon allComment
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Mr N is back later today, bearing proper cheddar, lamb, venison and sausages as well as NyetimberComment
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Still not feeling 100% today.Comment
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