Amiga Graphics Archive

(amiga.lychesis.net)

193 points | by sph 11 hours ago

18 comments

  • kstrauser 1 hour ago
    A super minor nitpick: it’s jarring to see the Amiga referred to as 16 bit. It wasn’t described that way at the time: it was universally (that I saw anyway) called a 32 bit machine, and reasonably. It had a flat 32 bit address space (although the 68000 itself didn’t support all those address lines because what kind of supercomputer would need 4GB of RAM?). All the registers and operations were 32 bit. Some of the internal operations were implemented in 16 bits, but that was invisible to programmers. Newer models with definitively 32 bit CPUs like the 68060 were nearly 100% backward compatible with older models at the CPU instruction level, even if newer OSes weren’t backward compatible at the API level. In fact, the only program not forward compatible at the instruction level that I remember offhand was Microsoft’s AmigaBASIC. It used the top bits of pointers to store data because the 68000 would ignore them when accessing RAM due to that lack of address lines.

    I just don’t see a way to justifiably call the Amiga a 16 bit machine. Although the A1000 had some 16 bit hardware paths, a maxed out A3000 definitely wasn’t 16 bit, and they were nearly completely compatible with each other minus newer features.

    Amiga was full-on 32 bit machine. It’s weird to hear it called anything else.

    • marbletiles 1 hour ago
      I recall the A500 series as being thought of as 16-bit in the UK -- the 32-bit marketing started with the A1200, and devices based on it, like the CD32 (hence the name).
      • mrandish 32 minutes ago
        > the 32-bit marketing started with the A1200

        That was because the A1200 was the first Amiga to have a 68020 as the native CPU on the motherboard. The 68020 had 32-bit data registers and 32-bit address registers. Earlier Amiga's were designed around the 68000 CPU which was instruction set compatible with later 680x0 CPUs (which featured backward-compatible super sets). In the 68000 the 32-bit address registers didn't have their upper 8 bits connected to external pins, limiting the directly addressable RAM to 16MB (24-bits) and allowing the CPU to fit in a 64 pin DIP package while the standard 68020 came in a 114 pin PGA package.

        However, it's confusing because the A1200 had a lower cost version of the 68020, the 68EC020, which also didn't have the top 8 bits connected and came in a smaller 100 pin QFP package. So technically, it had the same addressable RAM limit as the 68000 (although it had other instruction set and clock speed improvements).

        Prior the the A1200 (1992) here was an earlier Amiga model, the A2500 (1989), which came with a 68EC020 CPU but it was a 68000-based A2000 with Commodore's A2620 add-on accelerator card pre-installed, so it had both CPUs (although the 68000 was unused when the accelerator was added).

    • wk_end 1 hour ago
      This is a classic dispute when it comes to the 68000. I'm inclined to agree with your perspective, actually, but my impression is that it's highly contested.

      Commodore and Atari marketed their 68K machines as 16/32-bit, which is I guess technically the most correct. And other 68000-based machines, like the Sega Mega Drive/Genesis, were marketed as 16-bit - it even says it right on top of the unit!

      • vidarh 1 hour ago
        Yeah, I second that 16 bit or 16/32 was far more commonly used than 32, due to the 16 bit bus.
        • kstrauser 1 hour ago
          The bus always seemed like the oddest part to zero in on. By analogy, an Opteron in 2003 was a 64 bit CPU with a 32 bit HyperTransport bus, but no one called an Opteron system 32 bit. The width of a particular internal implementation detail is a strange duck IMO.
          • wk_end 33 minutes ago
            I think part of it was that to hardware companies the bus width is actually extremely important - the whole system is built around it, and the programming model the software guys work with less so.

            And then the other part of it is the marketing angle: everyone knew full 32-bit inside and out chips were just on the horizon. Downplaying the 68k’s 32-bitness would give them a selling point for the 68020.

    • paozac 1 hour ago
      In the 80s it was fairly common to consider C64, Amstrad 464 and ZX Spectrum 8 bit, while Amiga and Atari ST 16 bit. In Italy we even had two separate video game magazines: Zzap! for 8 bit and The Games Machine for 16 bit.
    • pjmlp 50 minutes ago
      As someone that was there, it was certainly referred to as 16 bit machine between my higschool and tiny demoscene city group.

      As it followed up on our ZX Spectrum and Commodore 64 8 bit home computers.

  • 01100011 34 minutes ago
    I'm getting older and forgetting a lot, but I hope I never forget the feeling of seeing this as a kid in 1989.

    You can see and experience old things, but it's impossible to recreate the context in which they were originally experienced. You can't erase your experience of 40 years of technical progress which makes this sort of thing feel merely quaint in comparison.

  • tomhow 4 hours ago
    Previously...

    Amiga Graphics Archive - https://news.ycombinator.com/item?id=38431514 - Nov 2023 (20 comments)

    Amiga Graphics Archive - https://news.ycombinator.com/item?id=17783531 - Aug 2018 (27 comments)

    The Amiga Boing Ball Explained - https://news.ycombinator.com/item?id=12330689 - Aug 2016 (56 comments)

    The Amiga Graphics Archive - https://news.ycombinator.com/item?id=10972849 - Jan 2016 (24 comments)

  • pwillia7 6 hours ago
    I made a DeluxePaint/Amiga LORA you can use with Stable Diffusion/FLUX a while back for the lulz[1]

    I also used that LORA and some video models to try to make a little movie with the same style[2]

    Here's a guide on how to generate LORAs too if you're interested[3]

    Finally, there's a DeluxePaint clone someone released that is pretty cool to play around with[4]

    [1]: https://civitai.com/models/875790/amiga-deluxepaint-or-fluxd

    [2]: https://www.youtube.com/watch?v=_18NBAbJSqQ&feature=youtu.be

    [3]: https://reticulated.net/dailyai/creating-a-flux-dev-lora-ful...

    [4]: https://github.com/mriale/PyDPainter

  • jbjbjbjb 7 hours ago
    There’s something about the Amiga era font and graphic style that I love and I always feel is unique to the Amiga but had trouble pinning it down to a particular developer or graphics artist. Ruff n Tumble is a good example, with like chunky futuristic font, the strong gradients all over everything and even the colours. It’s not common to all games though.
    • reaperducer 5 hours ago
      pinning it down to a particular developer or graphics artist

      Jim Sachs was one of the early masters. The Wikipedia article about him does not do him justice: https://en.wikipedia.org/wiki/James_D._Sachs

      One amazing thing was that even after the Amiga became available, he continued simultaneously making great art on the C-64.

    • shevy-java 5 hours ago
      Yeah, I agree. I also had C64 and DOS, and while both had tons of games, the Amiga was a bit different. In a way the Amiga was kind of a stronger predecessor to e. g. Xbox or similar variants (there were also TV console games, of course, and I played them too, so these may be called more appropriately the forefront-runner towards Xbox and other consoles, but I feel that the Amiga was kind of positioned in two places here, whereas DOS was more on the application-side, business-side, than games side, even though there were also many good DOS games. Master of Orion 1 is one of my all-time favourites; Master of Orion 2 extended many things, but the gameplay also got slower and I did not like that. I loved the fast play style that was possible, also in other games, civilization 1, simcity 1 and so forth).
  • whywhywhywhy 5 hours ago
    The Photon Paint eye image in CRT mode flickering is so accurate to how it felt at the time https://amiga.lychesis.net/applications/PhotonPaint.crt.html
  • appstorelottery 5 hours ago
    This is great stuff! As a side note, I wonder if anyone has created a HAM viewer that runs in the browser? I remember HAM flickering by necessity and being amazed by 4096 colors on-screen at once. There was a certain quality of HAM images on the Amiga that made them instantly identifiable.

    https://en.wikipedia.org/wiki/Hold-And-Modify

    • vidarh 5 hours ago
      HAM doesn't flicker. The issue with HAM is that you're limited in terms of abrupt colour changes.

      It's straightforward to convert HAM to PNG etc.

      It would have sometimes been used together with interlaced mode to double the number of lines and that did flicker.

    • FireBeyond 1 hour ago
      Flickering? I don't recall flickering, but I do recall that EHB (extra half brite) to get to 64 colors might have had fringing issues, but that's about it.

      Interlacing might have flickered too, depending on your monitor. (Most monitors Commodore made would flicker in interlace mode, but I believe there were some higher end ones that did not).

  • drzaiusx11 3 hours ago
    I couldn't afford the Amiga in its day, but I often drooled over it's imagery in magazines etc. I really need to pick up a mister fpga setup and see what I missed out on back then. Any recommendations for hardware for that? I can and do build my own hardware, but I think there's a bunch of options nowadays and likely some are better than others...
  • wmil 8 hours ago
    So for anyone looking into old school graphics programming, bit planes are pretty confusing when you don't understand why they exist.

    Two big reasons. First, it's about running memory chips in parallel to increase bandwidth. Image data was hard to get to the screen fast enough with hardware in that era.

    Second it allowed for simple backwards compatibility. Programs were used to writing directly to video memory, and in an EGA card the start of the video memory was valid CGA data. The rest of the colour data was in a separate bit plane.

    • flohofwoe 8 hours ago
      It also saved memory with "odd" number of bits eg 3 bitplanes for 8 colors per pixel.
    • fredoralive 7 hours ago
      I don't think the Amiga has either parallel / per plane chip memory, or any need for backwards compatibility with CGA.
      • ZFH 5 hours ago
        It was all about saving RAM on the Amiga.
  • ulfbert_inc 5 hours ago
    Somewhat related, new version of Amiga Vision collection just dropped. Very high quality product you can get for free if you are an Amiga fan. Can't get enough of included demos on my MiSTer setup.
  • krige 2 hours ago
    I have that Sachs Lagoon image printed on my wall, it's gorgeous.
  • lysace 7 hours ago
    I missed out on the Amiga (introduced in 1985) at the time, being an early PC adopter. Went from CGA (1981) directly to VGA (1987).

    In terms of colors the most popular VGA modes (320x200 or 320x240, 256 color palette, 18 bit color depth) are superior to the most popular Amiga graphics modes (320×200 or 320x256, 32 color palette, 12 bit color depth).

    But somehow Amiga graphics is still often nicer.

    • gxd 6 hours ago
      It's because of the artists. The Amiga was a much more affordable art-making machine, so many artists made graphics ON the Amiga FOR the Amiga. There were even some good-looking VGA games that under utilized the PC's capabilities because they were essentially converted Amiga games.

      Now for the shameless plug... My game's protagonist is an Amiga fan and the Amiga has a little cameo in it: https://store.steampowered.com/app/3040110/Outsider/

    • ZFH 5 hours ago
      15khz 320x200 with proper CRT scanlines (like in arcade games and home consoles and computers on a standard TV) is immensely more pleasing to the eye than the same resolution displayed on a PC monitor.
      • drzaiusx11 3 hours ago
        The glow of a crt warms my heart. There's a beauty to phosphor based images that nothing else replicates.

        I tried playing my old games and software on modern TVs and monitors but somethig was "missing"; it didn't feel right.

        Sure enough, the halo and color bleeds were leveraged by the great designers of the day. The sprites, fonts characters _require_ the "glow" to experience them as they were designed. It goes beyond simple nostalgia.

        I finally broke down and bought a gorgeous Zenith Space Command TV, hacked it for various modern input sources (composite, s video, VGA and even HDMI.) It just brings the joy back that was missing.

    • sgt 4 hours ago
      You had VGA in 1987?! That was very rare. You must have been an early adopter. Amiga users in '92 and '93 had great color and many PC users were still on EGA.
      • lysace 4 hours ago
        Sorry, didn't mean to imply that. It was introduced in 1987.
    • reaperducer 5 hours ago
      You're comparing 1987 VGA to 1985 Amiga? Not a realistic comparison.

      Technology advanced much more rapidly in those days. Similar to how hard drive capacity seemed to double every six months for a while, or how there's a new bleeding edge AI model every three months today.

      Also, VGA had 256 colors. The Amiga had 4,096 simultaneously.

      • fredoralive 5 hours ago
        Only using the party trick HAM mode though. 32 (plus 32 for the half-bright bit plane) is the mode that most software uses.

        Of course in 1987 a Macintosh II with a fully expanded "Toby" framebuffer could not only do 256 colours, it could do it in 640x480 mode where as a PS/2's VGA could only do 16 colours at that resolution. And an Amiga could only do flickervision at that res.

        Of course with technology improving all the time, not having a updated chipset circa 1987 that at least had a progressive scan 640x480(ish) is one of those things that really killed the chances of Amiga as a serious computer. They only got that circa 1990, and "Super VGA" was already just about becoming a thing in the PC world (and Microsoft had kinda got round to making a version of Windows that didn't suck by then). I'm not sure if the mythical Ranger had a progressive mode, but it's it does show how Commodore inability to keep the custom chips updated in a timely mannner slowly sunk the system...

        • Narishma 4 hours ago
          > Of course in 1987 a Macintosh II with a fully expanded "Toby" framebuffer could not only do 256 colours, it could do it in 640x480 mode where as a PS/2's VGA could only do 16 colours at that resolution.

          If cost is no issue, the PS/2 also had the 8514/A card that could do 256 colours at 1024x768. And there was also the PGC from 1984 that could do 256 colours at 640x480.

        • reaperducer 4 hours ago
          Hardly a party trick. Programs that used HAM weren't uncommon. It was an advertised feature, and there were even painting programs.

          I guess you weren't there.

          • lysace 3 hours ago
            HAM was useful for showing static graphics.
      • lysace 5 hours ago
        Also, VGA had 256 colors. The Amiga had 4,096 simultaneously.

        That's the highly special hold-and-modify mode (https://en.wikipedia.org/wiki/Hold-And-Modify). I tried pretty hard to word my comment fairly, remembering the sometimes legendary tenacity of Amiga fans. (Which nowadays includes yours truly.)

        • vidarh 5 hours ago
          Or using the copper. Plenty of Amiga games played palette tricks despite not using HAM.
          • lysace 5 hours ago
            Sort of fair but also very specialized.
            • wk_end 1 hour ago
              Not at all! Use of the Copper to punch up visuals was de rigeur on the Amiga - Amiga games are immediately recognizable by their Copper-fueled sky gradients for instance. I actually think that if there's any really good explanation for why you like might find Amiga graphics more pleasing than VGA, the Copper is the thing.
    • ekianjo 6 hours ago
      Amiga happened way before VGA was mainstream.
      • rjrjrjrj 59 minutes ago
        Amiga 1000 was released in mid-1985, although I think few units were shipped before 1986. Amiga 500 was 1987 - same year as VGA, its little brother MCGA, and the Mac II.

        Not sure when VGA would have been considered mainstream... 1989 maybe? Mac LC was 1990, so probably before that.

        VGA and Mac color were better for most practical things. Square pixels and far fewer resolution/flicker/color tradeoffs.

      • lysace 5 hours ago
        Amigas reached hobbyists in large numbers way earlier, yeah.
  • adaptit 7 hours ago
    Always cool to see these kinds of retro computing resources pop up.
  • urbandw311er 8 hours ago
    Oh, this is a glorious and nostalgic romp back through past memories. Thank you!
  • TacticalCoder 8 hours ago
    Color cycling in the picture file format was so epic!

    Fun memory: I was with my best friend at another friend's place and his father called him to do some chore. He had to quickly mow the small lawn or something like that. So we decided to prank him: I don't remember all the details but basically we launched Deluxe Paint and simulated an Amiga "guru meditation" using a font that wasn't even correct (I think because we were in 320x256 while the real guru meditation was using a mode with smaller pixels). Then in broken english we wrote something like this:

    "Hardware failure. If you reboot or turn off your computer it is going to broke forever"

    We then did a color cycling between red and black for one of the color and put the drawing software in "full screen".

    When our friend came back, we played dumb and said we had no idea what happened but that apparently we really shouldn't turn the computer off. We managed to hold it for something like ten minutes while he though his computer was done for good but we were dying inside.

    All three of us remember that prank to this day.

    https://en.wikipedia.org/wiki/Guru_Meditation

    P.S: as a side note with the help of Claude Code CLI / Sonnet 4.6 I managed to recompile a 30+ years old game I wrote in DOS in the early 90s (and for which I still have the source files and assets but not the tooling) and I was using converter (which I wrote back then) to convert files between the .LBM format and a "tweaked" (320x200 / 4 planes) DOS mode I was using for the game (which allowed double-buffering without tearing). I don't remember the details but I take it that if we had .LBM picture files, me and the artist where using Deluxe Paint on the Amiga.

    • binaryturtle 6 hours ago
      Once I played a similar prank to a computer science teacher. Back in the Windows 3.x for Workgroups era this was. I made a screenshot of the desktop (showing a window), and put it on as wallpaper. Took the man a little while to figure out why that window couldn't be closed (after a hard reboot later when the window popped back up :) )
    • sph 7 hours ago
      You might enjoy this GDC talk by Mark Ferrari of LucasArts fame, where he goes over his pixel art technique, as well as how he did color cycling: https://www.youtube.com/watch?v=aMcJ1Jvtef0
  • Rob_Polding 9 hours ago
    This brought back some memories. So nice to see art from an era where you really needed talent to be able to produce it. Such a nice contrast to the AI slop which takes no talent to produce!
  • shevy-java 6 hours ago
    I liked the Amiga. I would not really use it today, but I recall having played many games in the 1980s. Those kind of games are mostly dead now (save for a few Indie games perhaps). Today's games are usually always the same - 3D engine with some fancy audio and video and a dumbed down gameplay. (Not all games, mind you; for instance, I liked the idea behind Little Nightmares. I never played it myself, don't have the time, but I watched several clips on youtube and I found the gameplay different to the "canonical" games we now have, as perpetual repetition of a money-sell grab.)
  • takahitoyoneda 6 hours ago
    [dead]