Hope it doesn't come out meaningless! Purely by loading whole frames into the memory card and blasting them onscreen as needed, like a page flip. It might be obvious from the name, but there's also just one bit per pixel in a bitplane, and then you stack five bitplanes to get 32 colors. 28cm and made of PVC. Colour cycling can be used with palettes. :). Nothing else apart from £10,000+ dedicated things like a Quantel Paintbox (who bizarrely still exist) could touch it, especially after the Video Toaster came along. For readers following along at home, R.J. Mical [1] was a co-inventor of the Atari Lynx [2]: "Under the auspices of a game company called Epyx I was co-inventor of the first color hand-held game system, the Lynx, which finally was acquired by Atari. The fun days of switching your new £300 graphics card to 16 or 24 bit mode, moving a window, and watching Windows redraw every line and icon. I have to say, the bouncing version is a lot more impressive. For a real-world example, think of two clear plastic overhead projector sheets, one on top of the other. http://www.effectgames.com/demos/canvascycle/?sound=0. :). and the demoer pulls down the desktop screen to smoothly, and without glitching, reveal a 320x240 32 colour screen running the Boing demo behind it. That subsurface scattering? Then bit offsets become completely natural. The Amiga Boing Ball demo was created during a night at the 1984 CES by Dale Luck and R. J. Mical and it is told that show visitors completely blown away by this. They also created the 3do from scratch. The background is rendered first by drawing lines. Or maybe it wouldn't matter any more with the vast speeds we now reach, I don't know. Now change the palette so all colours are white, except for the first, which is red. I guess to a degree the current CPU+GPU setup comes close, but that on the Amiga the GPU had priority. Coders had to learn to wait on blits as anything else - OS as you moved a window, another app or screen could have got it first. This is a nostalgic item for Amiga computer fans that they can use for example to launch an Amiga computer emulator or other Amiga related things. That's it? Every computer of the era ended up with a boing ball clone - it was just that iconic. Ok, let me help. The copper (display co-processor) allowed switching of palette and resolution, with 0 cpu use, on a particular scan line every frame. The program was written mainly in 'C' (some 830 lines of main program, with about 300 lines for the sound code). I really think this limitation was one of the reasons that the Amiga faltered; it was a terrific platform in almost every single way, but it couldn't do first person shooters worth a damn. The intersection of people familiar with those terms but not familiar with how this iconic demo works is probably small. It also conveyed the message that the Amiga computer line was "user friendly" as a pun or play on words. After about the second day or so you hardly even noticed. http://obligement.free.fr/gfx/modes_graphiques_fashion.png, https://en.wikipedia.org/wiki/Robert_J._Mical, https://www.youtube.com/watch?v=fSwwqt3ue2M, https://mitpress.mit.edu/books/future-was-here. Just needed to point bitplane pointers above 0x80000. To make the ball 'rotate' the colours assigned to Colour1 thru Colour30 are shifted one place to left (or right) a few times a second. Modern CPU+GPU has two separate pools of RAM linked via the PCIe. The Amiga has the ability to have bigger screens than the monitor can show at once. The Amiga hardware allowed you to (basically) define a width and height for the region, as well as a x,y offset. I had great fun and learnt so much. Are you interested? Painful. To be honest, it makes me a little sad whenever people choose to use "smoke and mirrors" to create an effect, rather than do the technical correct thing (or admit the effect is impossible to achieve in general). Step. The name Amiga was chosen by the developers from the Spanish word for a female friend, because they knew Spanish, and because it occurred before Apple and Atari alphabetically. Ahh, the Boing Ball; a symbol of a golden age of computing. Philippe McNally designed a pre-rendered one for its sequel, DX-Ball 2, by Seumas McNally. Favorites-Tutorials, resources, and stuffs . All setup and rendering operations are performed using operating system functions only. No idea how this was implemented in hardware. Fake. The demo itself was a very clever demonstration of how it's custom chips could be used to fake an effect rather than to create it with pure processing power. Also, about a minute into the video is a clip of the ball bouncing, which is a lot more impressive than the static ball in the linked article. A bitplane is a region of memory rendered as pixels. You could set what got priority. I mean I can learn software very fast, specially graphics software but setting up a good modern emulation of a PC is no trivial thing, it usually is many, many hours of work configuring this and that, that is what I've seen with my experience. It was just a simple assembly program that would offset the pointer to a bitplane based on the mouse vertical movement. (Something like [0] was just not going to happen on PCs of the day...). Here's one for the Amstrad CPC, where you can see the ball actually being drawn in all its 16-colour palette glory: And if you notice, only the Amiga Boing Ball was in stereo. This kind of screws with the memories of some interactions I've had with old fans over the years. https://www.youtube.com/watch?v=cJcO628yCcU. Fake. In what language is this animation written? Share your thoughts, experiences and the tales behind the art. Soft shadows? The Amiga can also overlay these screens on top of one-another, letting bits of the lower screens show through the transparent bits of the upper screens. Mike Boeh originally had a very impressive one rendered in realtime on the title screen of his game Bugatron. Although, Amiga could have rendered that in real time too. Commodore gave us the lousy cost cutting 4000 with IDE not SCSI as follow up. Probably Assembly. More details. Running 640x480 4 colour. It's worth mentioning the reveal, which the page omits entirely, and was the astonishing bit of the CES demo at the time. These are used for colour-cycling, giving the appearance that the ball is rotating. Experiment with DeviantArt’s own digital drawing tools. [0] http://obligement.free.fr/gfx/modes_graphiques_fashion.png, It was years where you had to make the trade off of color depth and related display quirkiness at the expense of speed and performance. All tributes to the Amiga, which was basically my only relationship with the Boing Ball. I feel obligated to point out the Amiga documentary. This way you get animation without redrawing pixels (expensive), but simply by resetting the palette (cheap). A bitplane is a region of memory rendered as pixels. Not particularly. I'd guess BCPL. One of the fastest was written by Kalms: http://www.lysator.liu.se/~mikaelk/doc/c2ptut/. We received many patents for the Lynx. Michael Welch rendered one in DX-Ball's title screen. Curiously, on some later A500 OCS models, you could also see that into "slow RAM" expansion module range! It appeared at 0xc00000 for the CPU and 0x80000 for chipset. The setup for the animation and the background is quite clever and compact. My theory was that it drowned out ambient bumps and crashes that usually wake me up at night. Good! You could say it's still true, a lot of graphics in AAA console/PC games could be called fake same way. As an example, the observer would never get the idea that it's done by changing "the beginning of the screen" as the grid background stays on the same place all the time, and just the ball (with the shadow) moves. No surprise my career majored on *nix. This made graphics with 256 colors (supported by the later AGA chipset) really slow as you had to do eight writes per pixel. The official logo was really a multicolored check mark but this ball came from a demo that became so popular in the Amiga computers that almost became a mascot for it. Recently i learned that the Amiga was effectively two computers in one. Basically, it's all smoke and mirrors, and please ignore the man behind the curtain. This was complicated a bit since you only had two scroll registers, one for even and one for odd bitplanes. Upload stories, poems, character descriptions & more. Setting game emulators is easy, computer emulators is another little monster altogether. I was co-designer of the Lynx hardware system, and I implemented an entire software development suite including a run-time library of hardware interface routines and a celebrated set of debugging, art and audio tools. The sound effect of the ball hitting the correctly pans right and left as the ball moves around. In addition, we developed 6 games to be available at the launch of the system. The Boing Ball is almost like a second logo for the old Amiga computers that were very popular in the 80's due to their impressive multimedia capabilities at the time. That is odd. Visualise having a full size browser window, and dragging the whole window down to reveal the desktop, but switching resolution and colours as you go. Here's a short interview with Dale Luck, discussing the Boing Ball. Lets say you have 32 colours in your palette. I recall camping at some relatives that had a waterfall near enough that you heard it any time you were outside. Adult, programmer me knows all too well that demos are marketing material, aka "lies you can't be sued for", but really faking 3D rendering is pretty low even by marketing standards. My foggy memory tells me this little badge was the preferred official Amiga logo by the original Amiga engineers. Blitter, well most things, were DMA controlled but the whole chispet had a ton of special registers that both CPU and copper could get at. They could be brought forward and sent back, and dragged (only up and down) to reveal multiple screens at a time. You can have different offsets into each bitplane, which is why the grid could stay in the same place while the ball bounced. increasing the x-offset you could scroll horizontally through a bitplane with a width larger than the screen's. The demo automatically adapts to PAL or NTSC, changing the aspect ratio for the background pattern and the ball. Print; Reference: 1310. Obligatory link any time palette cycling images are mentioned: And, newly obligatory link to the GDC talk where the artist explains his technique. Think of the display as a "stack" of monochrome one-bit-per-pixel images. I do not know if there is a graphic program on the Amiga OS that I know how to use. At some point a viewer asks "what the heck's that noise?" :). All images there are completely static 256 color bitmaps with only the mapping from color index to RGB value changed. The copper only had 3 instructions! Yes it was a great time in which computers were evolving dramatically into the incredibly capable tools that they are today, I didn't have an Amiga cause my mother had already bought a PC jr for my brother (and even that one was pretty expensive back there) who was studying computer programing at the time and needed a PC compatible computer but if I had been able to afford it I would have also bought an Amiga PC for sure cause I loved it. The Amiga hardware allowed you to (basically) define a width and height for the region, as well as a x,y offset. Chip could be accessed by CPU and any of the chips, Fast RAM just the processor for programs and data. This created the illusion that the ball is rotating, when in fact it's not. At that time, computer graphics was often a choice between tricks or nothing. While on the PC you could switch out the various parts, the Amiga, at least on the A500, A600 and A1200, could not. Whenever I met an Amiga fan later in life I would picture that demo in my head. I think they started on AAA in 87, and cancelled it or put it on hold probably a dozen times. The offsets were measured in bits rather than bytes? But after Amiga got bought out, the logo was made the rainbow checkmark at that stage. I can't remember if they also had a 4096 colour HAM image (Hold and Modify - a way of cheating with palettes and getting a LOT more colours) behind that. Virtual screens were a shadow of their Amiga implementation. I was thinking in terms of word alignment and synchronisation issues. If there were a similar architecture to the Amiga, but with modern complex silicon and design, I'm sure games coders would have dreamed up a few extra effects and tricks. One time for the Workbench massive! So by e.g. It's hard trying to answer this briefly. Yes, this is why recreating Doom on the Amiga was so difficult. The ball is actually made up of many thin strips of colour. Amiga Beach Boing Ball. The 3000+ was an astonishing prototype machine that only existed on Dave Haynie's desk, for ages. PCs had just got 16 colour EGA and switching res resulted in a couple of seconds of monitor blanking or losing sync as it switched. this talk is one of my favorites from recent memory, seriously recommend for any graphics enthusiasts. I'll point out that once they finally, FINALLY made a memory card for the Commodore 64, that plugged into the megabyte-per-second DMA port, there was a similar bouncing ball demo done for the C-64. A small assembly language snippet provided the sine/cosine calculation code (about 100 lines, most of which contain the sine/cosine lookup table). If so we need to agree on a way to send you the files so you can see what I did. The kernel (exec.library) was in assembly, and the GUI (intuition.library) was written in C. Well, whatever it was, it just needed to compute ball velocity, set a few values in a copper list and start audio DMA on collision. These Boing Ball badges are shrouded in a bit of mystery - at least to me they are. [3], [1] https://en.wikipedia.org/wiki/Robert_J._Mical, [2] https://en.wikipedia.org/wiki/Atari_Lynx, https://www.youtube.com/watch?v=-ga41edXw3A&t=26s. So by e.g. By simply changing the offset values it bounces around the screen. Step. It can also move those 'screens' in any direction, and therefore show different bits of themselves on the monitor. The whole time you could hear the bang bang of the boing ball bouncing, but see nothing. While i own an A500 (still sitting in the basement) i was too young to really grasp what i was dealing with. Why didn't they just go on the internet and download an mp3? Maybe a better explanation (including source): In this version, the ball actually bounces around. A frame later, make color 1 white and color 2 red, etc. Then the ball image (it's referred to as the "globe" in the code) is rendered, segment by segment, and for each segment, each facet of the ball is rendered as 8 strips. Most early Amiga software was written in it. Your pixels still refer to their respective colours in the palette. I remember what were the effective limits at these times and to me it still looks impressive. I produced these 6 titles, was co-designer of several of them, and managed the programmers, artists and audio/music designers." It may not have been done how people think it was done, but it was still an impressive demo of the hardware regardless. I had my best night's sleep in years. The Amiga Boing Ball Explained (lychesis.net) 142 points by doener on Aug 21, 2016 | hide | past | favorite | 56 comments: Luc on Aug 21, 2016. In its day, that was almost unbelievable. By. Since no one else has confirmed: Yes, the Amiga had HAM mode, and there were various pictures done (generated or scanned) that showed it off. Great explanation. Did something like you asked. http://www.gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics. The chipset needn't have been the achilles heel if Commodore had not been run by an asset stripping moron at the time. The Amiga only supported bitplanes and not "chunky" modes like VGA where you have one byte per pixel. Think of these strips as Colour1 to Colour30, all of the colours are painted white, except for a few evenly spaced red ones. I remember wanting to play a Doom-like first person shooter back in my youth and being completely frustrated because the performance just wasn't there. I'll wait for your answer. To emulate the ball rotating, the Amiga used one of it's other graphical tricks: palette cycling. Would be hard to sleep in those houses with that waterfall crashing ad infinitum... We stayed in a mountain bungalow during summer vacation, there was a waterfall close enough to hear (and be loud) but far enough away that it's noise sounded like a pleasant version of TV static. Only the file system portion (dos.library) was written in BCPL (ported from TRIPOS in two or three weeks). By moving the top sheet around, you create the effect that the ball is bouncing around the grid. All computer graphics, or at least anything that performs at a reasonable speed, are a "trick". Designs were being done for follow on sets, but never made it, and we got AGA (a fraction of AAA) years late. Also note the change of the rotation direction as the ball hits the wall. Oh yes, I missed the Amiga :-) Fortunaltely, the PC took over, so what I've learnt chasing the Amiga is actually useful :-), Yeah me too. There is a better and longer explanation of this effect in The Future Was There if you are interested. It was the primary language for demo's and games for the Amiga. For a while there was a lot of competition between coders to write the best chunky to planar routine. Fake. Hence why many games just hit the hardware - keep it simple, and single threaded, and to hell with the OS. Find out what other deviants think - about anything at all. Upload your creations for people to see, favourite and share. And don't even talk about the music , the Amiga soundchip was eaqually powerfull and the soundblaster card, although it could play better sound, was absolutely nowhere to actually mix sound. All of this is done via hardware routines in the custom graphics chip, and uses almost no CPU time at all. You had reserved colors to make sure the gui looked the same but you'd get all kinds of strange artifacts when you switched to an application that had a custom palette but you could still see other applications windows. PCs were upping colour depth as they aged rather than chasing more speed though. The graphics hardware does the heavy lifting. Just two bitplanes and a smallish area. This also let you make "memory peekers". Incidentally that tight linking, display coprocessing, along with the DMA channels, and readily available genlock, is why it ended up a niche success in broadcast. The Amiga graphics architecture was so much above everything at the time... Few years after that I wen into the demoscene and it was horribly difficult to achieve what the copper CPU could do... You had to time scanline readline with devious accuracy, change palette registers in non obvious ways, atc. Now I add your work to Amiga Artists group! It took several years before anything even close became available and by that time the world had moved on. It seriously took 10 years or more before a Windows desktop could move stuff around the screen as smoothly, mainly as the Amiga didn't actually move a lot of stuff a PC did. you had the 68k doing its thing, and then you had the custom chips doing their thing, and in the middle you had a shared RAM pool. Draw a row of 32 pixels, each in a different colour. The top one is just the ball, and the bottom sheet is the grid. :(. That must have been a lot of engineering work. The ball is in the middle of a large empty bitplane. Wait, that's how it worked? About chip memory. Yep. Fluid dynamics? The Amiga had virtual screens that operated a little differently to a modern approach - they could be massive with a monitor sized viewport onto it. Sell custom creations to people who love your style. Any compiled language would have been good enough. Precomputed physics and such. Posted: Thu Jun 18, 2009 5:17 pm Post subject: Original Amiga Bouncing Ball - Boing Demo In the original demo they were showing the normal desktop screen, showing window dragging, resizing, showing text editors, clocks, shell and what not. That said, the tight coupling of CPU, RAM and the custom chips was perhaps the Amiga's Achilles heel. No pixels need to be erased, no polygons rendered. Think of it like moving a slide around on a microscope, you can't see the whole slide at once through the eyepiece, so you move it around. If I remember correctly, the offsets were measured in words (16 bits on the M68k), and then you had scroll registers where you could offset with 0-15 pixels. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. That demo was my introduction to the Amiga. Having my dad buying an IBM PC with a CGA monitor, I can't say how much you are right. The "boing" name didn't make much sense. [0] https://www.youtube.com/watch?v=fSwwqt3ue2M, https://www.youtube.com/watch?v=m9Go8cwSDzQ. As a white noise lover, that would be completely awesome sleep for me :-). This enabled you to write graphics effects with a chunky graphics buffer and then convert every frame on the fly to planar. The bouncing sound: took a platic bat (used for working out 'disagreements') and hit an alumimum garage door while digitizing the interior sound of the garage with an apple II, and masaging the digital data to play on the Amiga. The official logo was really a multicolored check mark but this ball came from a demo that became so popular in the Amiga computers that almost became a mascot for it. When I ended up doing a little Windows programming at work some years later - I couldn't believe how horrible it was compared to Intuition. It's comparable with current CPU+GPU but on a vastly simpler scale. This was pre-acquistion days by Commodore. It was a trick? The demo looks nice, but it doesn't extend to other shapes or more complicated scenes very well. Yeah, that was a great way to "visualize" chip RAM contents. [0]. They could have multiple resolutions and bit depths. You're just looking at the same ball, but the window through which you look has moved. The Boing Ball is almost like a second logo for the old Amiga computers that were very popular in the 80's due to their impressive multimedia capabilities at the time. I don't think that I qualify anyway cause the rules are that it needs to be done in an Amiga whether it is an actual hardware or emulated and I do not  have either. Enjoy the summer with the official AmigaOS Beach Boing Ball. You could "look" at the RAM and it was one way to rip images since you would see the bitmaps of images from the game still in RAM after the reset.

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