Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!unix.cis.pitt.edu!dsinc!bagate!cbmvax!cbmehq!cbmger!peterk From: peterk@cbmger.UUCP (Peter Kittel GERMANY) Newsgroups: comp.sys.amiga.hardware Subject: Re: Amiga OS *IS* state of the art Keywords: Amiga OS Message-ID: <1071@cbmger.UUCP> Date: 5 Apr 91 07:57:30 GMT References: <3058@tpki.toppoint.de> <3075@tpki.toppoint.de> <1044@cbmger.UUCP> <17980@sdcc6.ucsd.edu> Reply-To: peterk@cbmger.UUCP (Peter Kittel GERMANY) Organization: Commodore Bueromaschinen GmbH, West Germany Lines: 26 In article <17980@sdcc6.ucsd.edu> dlou@sdcc13.ucsd.edu (Dennis Lou) writes: >In article <1044@cbmger.UUCP> peterk@cbmger.UUCP (Peter Kittel GERMANY) writes: Read it from my lips: >> Ok, though HAMs are not best suited as background for action >>games with BOBs, hmm. >Just thought I'd remind you that HAM mode programming is MUCH >different that 256 color VGA programming. The 'Hold' of "Hold And Modify" >has 16 colors based on a 4-bit bitplane. In 256 color VGA, you >have a 1 byte per pixel mapping on a single plane. I'd like to hear >how you do 256 color animation on the Amiga like you can on the IBM >(I don't think it's possible). My cited remark precisely meant the difficulties you're mentioning, just didn't want to elaborate. BUT: You sure can do wonderful animations in HAM with actually *more* than 256 colors. Every good Amiga animation package does this! Boy, this is it what made the Amiga famous!!! Only during games this could become a hard task, as I said above. -- Best regards, Dr. Peter Kittel // E-Mail to \\ Only my personal opinions... Commodore Frankfurt, Germany \X/ {uunet|pyramid|rutgers}!cbmvax!cbmger!peterk