Re: No, that's *not* how Amiga gradients were generated
> having the graphics co-processor update one or more of the colour registers (i.e. changing the palette itself) every few lines
Good point. I had forgot about copper gradients.
When the Commodore Amiga and Atari ST together ruled the home computing scene, video games were a long way from the million dollar money-spinners they have become. Getting public and media attention for a game wasn’t easy, but one of the more effective techniques employed by game designers was to create titles that took ‘ …
@Michael Strorm - - Ahhh yes, good old fashioned Coper bars (Co-processor) bars. Used to love coding those... ahh the memories of a mis-spent youth (that and writing virus's, intercepting the disk I/O and playing with that tiny code in the boot block of a floppy disk)
> As I recall a tiny, windowed version of Doom did appear on the Amiga
I don't know if Doom was ever released on the Amiga, but a few 3D shooter clones were -- however, they had to "cheat" pretty heavily to get acceptable framerates (like only rendering the top or bottom half of the environment and then mirroring it). The ones I saw were impressive from a programming point of view but ultimately did little but highlight that 3D gaming was not a job the Amiga was suited for.
I know games have moved on and it's difficult to compare but I don't remember a single game that I had any more fun with than Speedball 2. The graphics, sound and gameplay were amazing. I loved playing it in single player where I could win straight through every time and against mates who played as much as I did which meant for some epic battles. Pure class!!!