Skip to content

Instantly share code, notes, and snippets.

@TomHarte
Created June 26, 2023 01:34
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save TomHarte/dd9a0da78467e933256c59d8ab56e94b to your computer and use it in GitHub Desktop.
Save TomHarte/dd9a0da78467e933256c59d8ab56e94b to your computer and use it in GitHub Desktop.
PED81C DOCUMENTATION
--------------------------------------------------------------------------------
LEGAL
ACKNOWLEDGEMENTS - The colorful lion and the tree-lined avenue pictures have
been derived by means of automated conversion from, respectively, a drawing by
fun-sized-lex (https://www.deviantart.com/fun-sized-lex) and a painting by
Leonid Afremov (https://afremov.com). They are the property of their respective
owners.
DEFINITIONS - In this agreement: "Software" refers to any and all files
constituting the project PED81C and its accessory utitilies and data, with the
exception of the pictures mentioned in the ACKNOWLEDGEMENTS.
RIGHTS AND RESTRICTIONS - You can: make copies of the Software; distribute
unmodified copies of the Software. You cannot: distribute modified copies of the
Software; use (any part of) the Software for a profit.
DISCLAIMER - THE SOFTWARE IS PROVIDED "AS-IS", WITHOUT ANY WARRANTY. TO THE
FULLEST EXTENT ALLOWED BY LAW, THE AUTHOR CANNOT BE HELD LIABLE FOR ANY DAMAGE
ARISING OUT OF THE (INABILITY OF MAKING) USE OF IT. USE AT YOUR OWN RISK.
GOVERNING LAW AND JURISDICTION - This agreement shall be governed by the laws of
the country of residence of the author at the time of the dispute. The author
reserves the right to appoint the venue for the dispute.
EPILEPSY WARNING - Some people are susceptible to epileptic seizures when
exposed to certain flashing lights or light patterns, and they may even be
unaware of it. The Software may cause problems to such people. Who experiences
blurred vision, dizziness, disorientation, loss of consciousness, twitches,
involuntary movements, convulsions while playing/watching the Software must stop
doing so immediately and receive the due medical assistance.
--------------------------------------------------------------------------------
OVERVIEW
PED81C is a video system for AGA Amigas that provides pseudo-native chunky
screens, i.e. screens where each byte in CHIP RAM corresponds to a dot on the
display. In short, it offers chunky screens without chunky-to-planar conversion
or any CPU/Blitter/Copper sweat.
--------------------------------------------------------------------------------
CORE IDEA
The core idea is using SHRES pixels ("pixels" from now on) to simulate dots in a
CRT/LCD-like fashion.
Each dot is made of 4 pixels as follows:
ABCD
ABCD
ABCD
ABCD
where
X
X
X
X
represents a pixel.
The eye cannot really distinguish the pixels and, instead, perceives them almost
as a single dot whose color is given by the mix of the colors of the pixels. The
pixels thus constitute the color elements ("elements" from now on) of the dot.
The effect is not perfect though, as the pixels can still more or less be seen.
The sharper the display / the bigger the pixels, the worse the visual mix. In
practice, though, the effect works acceptably well on CRT, LCD and LED displays
alike.
The pixels can be assigned any RGB values ("base colors" from now on).
For example, the most obvious choice is:
RGBW
RGBW
RGBW
RGBW
Starting from the left, the pixels are used for the red, green, blue and white
elements of dots. The pixels can be assigned any values in these ranges:
R: $rr0000, where $rr in [$00, $ff]
G: $00gg00, where $gg in [$00, $ff]
B: $0000bb, where $bb in [$00, $ff]
W: $wwwwww, where $ww in [$00, $ff]
As a consequence, there is an overall brightness loss of at least 50%. For
example, the white dot (the brighest one) is obtained by assigning the pixels
the maximum values in the ranges (i.e. R = $ff0000, G = $00ff00, B = $0000ff,
W = $ffffff), which add up to $ffffff*2, the half of the absolute maximum value
of the 4 pixels, i.e. $ffffff*4.
Each set of base colors ("color model" from now on) produces the specific
palette that the dots are perceived in ("dots palette" from now on). To
understand how to calculate the dots palette, it is first necesssary to look at
how the screens work.
The raster, i.e. the matrix of the bytes (stored as a linear buffer) that
represent the dots, must reside in CHIP RAM. It is used as bitplane 1 and also
as bitplane 2, shifted 4 pixels to the right.
This how a byte %76543210 (where each digit represents at bit) in the raster is
displayed:
bitplane 2: 76543210
bitplane 1: 76543210
****
The marked bits are those that produce the dot that corresponds to the byte:
ABCD
ABCD
ABCD
ABCD
^^^^
bitplane 2: 76543210
bitplane 1: 76543210
The elements are thus indicated by the bit pairs in the byte:
%73 -> element A
%62 -> element B
%51 -> element C
%40 -> element D
Replacing the digits with letters gives a better representation:
%ABCDabcd
where:
X = most significant bit for element X
x = least significant bit for element X
Each element can have only 4 values corresponding to the bit pairs %00, %01,
%10 and %11. Such values are those stored in COLORxx. Therefore, the bit pairs
represent the COLORxx indexes:
%00 -> COLOR00
%01 -> COLOR01
%10 -> COLOR02
%11 -> COLOR03
However, there are 4 elements, so it is necessary to distinguish them; this is
achieved by adding two selector bitplanes filled with fixed patterns:
ABCD
ABCD
ABCD
ABCD
^^^^
bitplane 4: 001100110011
bitplane 3: 010101010101
bitplane 2: ABCDabcd
bitplane 1: ABCDabcd
Therefore:
bitplane 4 and 3 = %00 -> element A -> COLOR00 thru COLOR03
bitplane 4 and 3 = %01 -> element B -> COLOR04 thru COLOR07
bitplane 4 and 3 = %10 -> element C -> COLOR08 thru COLOR11
bitplane 4 and 3 = %11 -> element D -> COLOR12 thru COLOR15
Given that there are 4 elements and that each element can have 4 different
values, the total number of combinations (i.e. of dots colors) is 4^4 = 256.
In the RGBW color model, COLORxx could be set up as follows (for simplicity, the
low-order 12 bits are left to the automatic copy performed by AGA):
R | G | B | W
--------------+---------------+---------------+--------------
COLOR00: $000 | COLOR04: $000 | COLOR08: $000 | COLOR12: $000
COLOR01: $500 | COLOR05: $050 | COLOR09: $005 | COLOR13: $555
COLOR02: $a00 | COLOR06: $0a0 | COLOR10: $00a | COLOR14: $aaa
COLOR03: $f00 | COLOR07: $0f0 | COLOR11: $00f | COLOR15: $fff
Consequently, the bit pairs in the bytes yield these colors:
| %00 | %01 | %10 | %11
----+---------+---------+---------+--------
%Aa | $000000 | $550000 | $aa0000 | $ff0000
%Bb | $000000 | $005500 | $00aa00 | $00ff00
%Cc | $000000 | $000055 | $0000aa | $0000ff
%Dd | $000000 | $555555 | $aaaaaa | $ffffff
For example, the byte %RGBWrgbw = %10011010 (%Rr = %11, %Gg = %00, %Bb = %01,
%Ww = %10) represents this dot:
f00a
f00a
000a
000a
005a
005a
^^^^
bitplane 2: 10011010
bitplane 1: 10011010
The dot RGB color is thus:
R: ($ff + $00 + $00 + $aa) / 4 = (255 + 170) / 4 = 106.2 = $6a \
G: ($00 + $00 + $00 + $aa) / 4 = 170 / 4 = 42.5 = $2b > $6a2b40
B: ($00 + $00 + $55 + $aa) / 4 = ( 85 + 170) / 4 = 63.7 = $40 /
A critical aspect of PED81C is that each dot is surrounded by spurious bits:
bitplane 2: ABCDabcd
bitplane 1: ABCDabcd
**** ****
Without CPU and/or Blitter intervention, those bits cannot be eliminated - but
processing data is precisely what PED81C tries to avoid, so it is necessary to
find a way to deal with the spurious bits.
This is what happens with two consecutive bytes %ABCDabcd and %EFGHefgh:
ABCD????EFGH
ABCD????EFGH
ABCD????EFGH
ABCD????EFGH
^^^^^^^^^^^^
bitplane 2: ABCDabcdEFGHefgh
bitplane 1: ABCDabcdEFGHefgh
Between the dots produced by the bytes as explained above ("desired dots" from
now on) is a dot that is made of bits coming from both the bytes ("middle dot"
from now on), i.e. %EFGH and %abcd. The simplest solution would be masking the
middle dot out with a no-DMA vertically repeating jailbar mask sprite, but that
would introduce a horrible vertical spacing between the columns of dots and
reduce further the brightness of the screen.
A smarter solution would be adding one more selector bitplane to distinguish
between desired dots and middle dots (for readability, from now on, 0 bits are
replaced with '∑' where needed):
ABCD????ABCD
ABCD????ABCD
ABCD????ABCD
ABCD????ABCD
^^^^^^^^^^^^
bitplane 5: 1111∑∑∑∑1111∑∑∑∑1111
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: ABCDabcdEFGHefgh
bitplane 1: ABCDabcdEFGHefgh
COLOR16 thru COLOR31 could then be set up so that the middle dots are mixes of
the desired dots, keeping in mind that the middle dots have the most and least
significant bits swapped around (the least significant bits of the left dot end
up in the most significant bits of the middle dot and the most significant bits
of the right dot end up in the least significant bits of the middle dot). The
simplest settings reflect the settings of the desired dots, but with the RGB
values assigned to the %01 and %10 bit pairs swapped around.
For example, in the RGBW color model:
R | G | B | W
--------------+---------------+---------------+--------------
COLOR16: $000 | COLOR20: $000 | COLOR24: $000 | COLOR28: $000
COLOR17: $500 | COLOR21: $0a0 | COLOR25: $00a | COLOR29: $555
COLOR18: $a00 | COLOR22: $050 | COLOR26: $005 | COLOR30: $aaa
COLOR19: $f00 | COLOR23: $0f0 | COLOR27: $00f | COLOR31: $fff
For example, two identical bytes %10001000 ($ff0000) would give this result
(which is correct):
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
f∑∑∑f∑∑∑f∑∑∑
f∑∑∑f∑∑∑f∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 5: 1111∑∑∑∑1111∑∑∑∑1111
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: 1∑∑∑1∑∑∑1∑∑∑1∑∑∑
bitplane 1: 1∑∑∑1∑∑∑1∑∑∑1∑∑∑
left dot: $ff0000
middle dot: $ff0000
right dot: $ff0000
However, if the bytes were %00001000 ($550000) and %10000000 ($aa0000), the
result would be:
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
5∑∑∑f∑∑∑a∑∑∑
5∑∑∑f∑∑∑a∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 5: 1111∑∑∑∑1111∑∑∑∑1111
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: ∑∑∑∑1∑∑∑1∑∑∑∑∑∑∑
bitplane 1: ∑∑∑∑1∑∑∑1∑∑∑∑∑∑∑
left dot: $550000
middle dot: $ff0000
right dot: $aa0000
The middle dot would end up being a full red, stronger than the desired dots,
which is not visually correct nor logical, as the middle dots would be more
prominent than the desired dots. A solution could be dimming the RGB values of
middle dots.
For example, if they were halved, the result would be:
left dot: $550000
middle dot: $800000
right dot: $aa0000
The middle dot would be a good average of the desired dots. That works
conceptually, but in practice it causes the middle dots columns to look like
vertical scanlines - which is not desirable either.
The case of different hues is even more complicated. For example, if the bytes
were %10001000 ($ff0000) and %010001000 ($00ff00), the result would be:
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
f∑∑∑5a∑∑∑f∑∑
f∑∑∑5a∑∑∑f∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 5: 1111∑∑∑∑1111∑∑∑∑1111
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: 1∑∑∑1∑∑∑∑1∑∑∑1∑∑
bitplane 1: 1∑∑∑1∑∑∑∑1∑∑∑1∑∑∑
left dot: $ff0000
middle dot: $55aa00
right dot: $00ff00
The middle dot would be a kind of average of the actual dots, although not
really good (a good average would be $808000).
It is possible to experiment with the COLORxx values to achieve different
results, but the overall scanlines-like effect would still remain. Moreover,
the 3rd selector bitplane would steal a lot of DMA slots. An alternative is
required.
The proposed solution consists in eliminating the 3rd selector bitplane and
assigning the bit pairs %01 and %10 the same RGB values (which basically gives
the most and least significant bits the same weight). As a downside, this
reduces the amount of dots colors: given that each element can have only 3
different values, the total number of colors falls down to 3^4 = 81.
For example, in the RGBW color model:
R | G | B | W
--------------+---------------+---------------+--------------
COLOR00: $000 | COLOR04: $000 | COLOR08: $000 | COLOR12: $000
COLOR01: $800 | COLOR05: $080 | COLOR09: $008 | COLOR13: $888
COLOR02: $800 | COLOR06: $080 | COLOR10: $008 | COLOR14: $888
COLOR03: $f00 | COLOR07: $0f0 | COLOR11: $00f | COLOR15: $fff
The case of two identical bytes %10001000 ($ff0000) would still give the same
(correct) result as before:
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
f∑∑∑f∑∑∑f∑∑∑
f∑∑∑f∑∑∑f∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: 1∑∑∑1∑∑∑1∑∑∑1∑∑∑
bitplane 1: 1∑∑∑1∑∑∑1∑∑∑1∑∑∑
left dot: $ff0000
middle dot: $ff0000
right dot: $ff0000
The case of the bytes %00001000 ($880000) and %10000000 ($880000), would give
this result:
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
8∑∑∑f∑∑∑8∑∑∑
8∑∑∑f∑∑∑8∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: ∑∑∑∑1∑∑∑1∑∑∑∑∑∑∑
bitplane 1: ∑∑∑∑1∑∑∑1∑∑∑∑∑∑∑
left dot: $880000
middle dot: $ff0000
right dot: $880000
Again the middle dot would be brighter than the actual dots, but now this can
be easily solved by simply forbidding the %01 bit pair in bytes, given that it
can always be replaced by the %10 bit pair. So, the bytes would instead be both
%10000000 ($880000) and the result would be:
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
8∑∑∑8∑∑∑8∑∑∑
8∑∑∑8∑∑∑8∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: 1∑∑∑∑∑∑∑1∑∑∑∑∑∑∑
bitplane 1: 1∑∑∑∑∑∑∑1∑∑∑∑∑∑∑
left dot: $880000
middle dot: $880000
right dot: $880000
Also the case of different hues, %10001000 ($ff0000) and %01000100 ($00ff00),
gives a correct result (for complete correctness, in this example the low-order
bits of COLOR02 and COLOR05 are set to 0):
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
RGBWRGBWRGBW
f∑∑∑88∑∑∑f∑∑
f∑∑∑00∑∑∑f∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
∑∑∑∑∑∑∑∑∑∑∑∑
^^^^^^^^^^^^
bitplane 4: ∑∑11∑∑11∑∑11∑∑11∑∑11
bitplane 3: ∑1∑1∑1∑1∑1∑1∑1∑1∑1∑1
bitplane 2: 1∑∑∑1∑∑∑∑1∑∑∑1∑∑
bitplane 1: 1∑∑∑1∑∑∑∑1∑∑∑1∑∑
left dot: $ff0000
middle dot: $808000
right dot: $00ff00
--------------------------------------------------------------------------------
COLOR MODELS
The CORE IDEA section introduces the RGBW color model, but the number of
possible color models is huge (2^288). For best results, it is adviceable to
define the color models that are most suitable to the graphics to be displayed.
The most obvious general-purpose color models are:
* CMYW: Cyan Magenta Yellow White
* G: Greyscale
* KC: Key Colors (red yellow green cyan blue magenta white)
* RGBW: Red Green Blue White
This table shows the COLORxx settings for the general-purpose color models.
| CMYW | G | KC | RGBW
ELEMENT | COLORxx | RGB hi/lo | RGB hi/lo | RGB hi/lo | RGB hi/lo
--------+---------+-----------+-----------+-----------+----------
A | COLOR00 | $000/$000 | $000/$000 | $000/$000 | $000/$000
| COLOR01 | $088/$000 | $222/$222 | $f00/$f00 | $800/$000
| COLOR02 | $088/$000 | $222/$222 | $f00/$f00 | $800/$000
| COLOR03 | $0ff/$0ff | $fff/$fff | $ff0/$ff0 | $f00/$f00
--------+---------+-----------+-----------+-----------+----------
B | COLOR04 | $000/$000 | $000/$000 | $000/$000 | $000/$000
| COLOR05 | $808/$000 | $555/$555 | $0f0/$0f0 | $080/$000
| COLOR06 | $808/$000 | $555/$555 | $0f0/$0f0 | $080/$000
| COLOR07 | $f0f/$f0f | $fff/$fff | $0ff/$0ff | $0f0/$0f0
--------+---------+-----------+-----------+-----------+----------
C | COLOR08 | $000/$000 | $000/$000 | $000/$000 | $000/$000
| COLOR09 | $880/$000 | $aaa/$aaa | $00f/$00f | $008/$000
| COLOR10 | $880/$000 | $aaa/$aaa | $00f/$00f | $008/$000
| COLOR11 | $ff0/$ff0 | $fff/$fff | $f0f/$f0f | $00f/$00f
--------+---------+-----------+-----------+-----------+----------
D | COLOR12 | $000/$000 | $000/$000 | $000/$000 | $000/$000
| COLOR13 | $888/$000 | $888/$000 | $888/$000 | $888/$000
| COLOR14 | $888/$000 | $888/$000 | $888/$000 | $888/$000
| COLOR15 | $fff/$fff | $fff/$fff | $fff/$fff | $fff/$fff
For the G color model, the aritmetically perfect assignment would be:
* COLOR01, COLOR02: $333333
* COLOR05, COLOR06: $666666
* COLOR09, COLOR10: $999999
* COLOR13, COLOR14: $cccccc
However, the resulting dots palette would contain only 26 unique colors.
Each color model has strenghts and weaknesses. This table provides an evaluation
of the general-purpose color models (COLORS = number of unique colors in the
resulting dots palette).
COLOR MODEL | BRIGHTNESS | SATURATION | CONTRAST | COLORS | NOTES
------------+------------+------------+----------+--------+--------------------
CMYW | ** | * | * | 73 | no red, green, blue
G | **** | | **** | 45 |
KC | *** | ** | ** | 46 | noisy middle dots
RGBW | * | *** | *** | 65 |
--------------------------------------------------------------------------------
CALCULATING/GENERATING DOTS PALETTES
Once the color model is defined, the corresponding dots palette can be
calculated by mixing the RGB values assigned to the bit pairs in the bytes from
0 to 255. The bytes which include a %01 bit pair should be treated as illegal
and thus be assigned one of the RGB values also assigned to a legal byte
(the easiest solution is to use the value of byte 0). The calculation of the RGB
value ($6a2b40) corresponding to the byte %10011010 in the RGBW color model,
done in the CORE IDEA section, makes for a practical example.
The PED81C archive includes GeneratePalette, a handy tool that generates a dots
palette according to the desired color model and then saves it to an ILBM file.
It normalizes to $ff the components of the calculated colors, so that the latter
are brighter and have a higher dynamic range than the actual dots palette
colors, allowing for better graphics conversion. Also, it assigns the value of
byte 0 to the illegal bytes.
The command line arguments are:
A0/A,A2/A,A3/A,B0/A,B2/A,B3/A,C0/A,C2/A,C3/A,D0/A,D2/A,D3/A,FFIS100/S,FILE/A
X0: 24-bit RGB value for the %00 pair of element X
X2: 24-bit RGB value for the %10 pair of element X
X3: 24-bit RGB value for the %11 pair of element X
FFIS100: $ff treated internally as $100 (for better rounding)
FILE: output file
The 24-bit RGB values must be in hexadecimal format without prefix.
The palettes are suitable for screens which use bitplanes 3 and 4 as selector
bitplanes.
The PED81C archive also includes:
* the palettes for the general-purpose color models, stored as ILBM pictures;
* DoPalettes, a script that generates a few palettes (it can be used also as a
reference for GeneratePalette usage).
--------------------------------------------------------------------------------
PRODUCING GRAPHICS
The palettes can be used to draw/convert graphics.
For example, to display a picture in an RGBW screen:
1. remap the picture with the RGBW palette;
2. save the remapped picture as raw chunky data;
3. copy the raw chunky data to the raster or use it directly as the raster.
--------------------------------------------------------------------------------
SETTING UP AND USING SCREENS
PED81C screens are obtained by opening SHRES screens with these peculiarities:
* the raster must be used as bitplane 1 and 2;
* bitplane 3 must be filled with %01010101 ($55);
* bitplane 4 must be filled with %00110011 ($33);
* bitplanes 2 and 4 must be shifted horizontally by 4 pixels;
* COLORxx must be set according to the chosen color model;
* the 4 pixels in the leftmost column are made of just the least significant
bits of the leftmost dots, so it is generally recommendable to hide them by
moving the left side of the window area by 1 LORES pixel to the right.
Notes:
* to obtain a screen which is W LORES pixels wide, the width of the raster must
be W*4 SHRES pixels = W/2 bytes (e.g. 320 LORES pixels -> 1280 SHRES pixels =
160 bytes = 160 dots);
* to obtain a scrollable screen, allocate a raster bigger than the visible area
and, in case of horizontal scrolling, set BPLxMOD to the amount of non-
fetched dots (e.g. for a raster which is 256 dots wide and is displayed in
a 320 LORES pixels area, BPLxMOD must be 256 - 320/2 = 96);
* HIRES/SHRES resolution scrolling is possible, but it alters the colors of the
leftmost dots;
* given the high DMA load caused by the bitplanes fetch, it is best to enable
the 64-bit fetch mode (FMODE.BPLx = 3).
Example registers settings for:
* screen equivalent to a 319x256 LORES screen
* 160 dots wide raster
* blanked border
* 64-bit sprites and bitplanes fetch mode
* sprites on top of bitplanes
* sprites colors assigned to COLOR16 thru COLOR31
REGISTER | VALUE | ENABLED BITS
---------+-------+----------------------------
BPLCON0 | $4241 | BPU2 COLOR SHRES ECSENA
BPLCON1 | $0010 | PF2H2
BPLCON2 | $0224 | KILLEHB PF2P2 PF1P2
BPLCON3 | $0020 | BRDRBLNK
BPLCON4 | $0011 | OSPRM5 ESPRM5
BPL1MOD | $0000 |
BPL2MOD | $0000 |
DDFSTRT | $0038 |
DDFSTOP | $00D0 |
DIWSTRT | $2C82 |
DIWSTOP | $2CC1 |
DIWHIGH | $A100 |
FMODE | $000F | SPRAGEM SPR32 BPLAGEM BPL32
Given a raster which is W dots wide and H dots tall, the byte at <X, Y> is
located at <raster address> + W*Y + X.
--------------------------------------------------------------------------------
TWEAKS/EXTENSIONS
#1
The selector bitplanes need a lot of RAM. To save RAM drastically it is enough
to store just 1 line for each of them and to reset BPLxPTx with the Copper
during the horizontal blanking period of every rasterline. As a downside, this
steals some DMA cycles and complicates Copperlists.
#2
If a selector bitplane is omitted, the elements become 2 couples of identical
elements; if both the selector bitplanes are omitted, all the elements become
equal. Omitting the selector bitplanes saves (a lot of) DMA bandwidth and can be
useful in particular cases. For example, the demo THE CURE does not use any
selector bitplanes and uses bytes of the kind %HHHHLLLL, where H = High bit,
L = Low bit; this, thanks to jailbar mask sprites produces perfect LORES-looking
4-color pixels (which, together with bitplanes DMA toggling every other
rasterline, produces a dot-matrix display).
#3
If, due to the nature of the graphics, the visual output looks very "vertical",
it can be improved by applying a crosshatch dither effect by shifting the
rasterlines by 4 pixels on an alternate line basis as follows - for example:
****************************************
########################################
++++++++++++++++++++++++++++++++++++++++
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
...
#4
To lessen the dithering of tweak #3 and improve the color mix, the shifting can
also be inverted on an alternate frame basis - for example, the rasterlines
could be shown on the next frame as follows:
****************************************
########################################
++++++++++++++++++++++++++++++++++++++++
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
...
This tweak causes flickering visuals (especially on displays with quick
response), so it is not really recommendable.
#5
Depending on the base colors, to achieve a better visual mix, shifting the lines
by 1 pixel on an alternate frame (and possibly line) basis could help without
causing too much flicker. Still, not really recommendable.
#6
Adding a horizontal scanlines effect by swapping the elements palette on an
alternate line basis (through BPLCON4) makes the visual output resemble that of
a CRT display.
#7
To reduce the amount of graphics to draw and the memory usage, the raster size
can be halved by repeating each rasterline once (which is easily obtained by
means of FMODE.BSCAN2 and BPLxMOD). This combines well with tweak #6.
#8
If needed, the bitplanes order can be reversed, i.e. the selector bitplanes
could be assigned bitplanes 1 and 2, and the raster bitplanes could be assigned
bitplanes 3 and 4:
bitplane 4: 76543210
bitplane 3: 76543210
bitplane 2: 001100110011
bitplane 1: 010101010101
In this case, COLORxx need to be set up differently:
bitplane 2 and 1 = %00 -> element A -> COLOR00 COLOR04 COLOR08 COLOR12
bitplane 2 and 1 = %01 -> element B -> COLOR01 COLOR05 COLOR09 COLOR13
bitplane 2 and 1 = %10 -> element C -> COLOR02 COLOR06 COLOR10 COLOR14
bitplane 2 and 1 = %11 -> element D -> COLOR03 COLOR07 COLOR11 COLOR15
Note: GeneratePalette does not support such arrangement.
#9
With a careful setup of COLORxx, the unused 4 bitplanes can be used to overlay
other graphics or even up to two more chunky screens, optionally with colorkey
and translucency. That, however, would increase noticeably the CHIP bus load.
--------------------------------------------------------------------------------
NOTES
#1
The meaning of PED81C is "Pixel Elements Dots, 81 Colors".
#2
Although due to the middle dots the logical horizontal resolution is half of the
physical one, the averaging provided by the middle dots and SHRES quite fool the
eye.
#3
Visually, the best results are obtained with complex/dithered images, as plain
color areas and geometrical shapes reveal the pixels and the middle dots. In
particular, isolated dots look 3x-ish wide.
#4
PED81C is very DMA intensive: the bitplanes data fetched are twice that of an
equivalent 256 colors LORES screen. (If only Lisa had been able to use the
BPLxDAT values of inactive bitplanes - like, for example, Denise does with
bitplanes 5 and 6 when 4 bitplanes only and HAM are enabled - BPL3DAT and
BPL4DAT could have been loaded with the selector values thus halving the DMA
fetches.)
#5
81 is only the theoretical maximum number of dots colors. The actual number
depends on the chosen base colors.
#6
The core idea could be used also to display 24-bit pictures, but the coarseness
of the method wastes completely the subtlety of such high color resolution (also
verified experimentally).
#7
Usage of PED81C is of course welcome and encouraged. It would be nice if credit
were given. If used in a commercial production, I would appreciate if permission
were asked first and if I could receive a little share of the profits.
--------------------------------------------------------------------------------
BACKGROUND
#1
The idea of using SHRES pixels as elements is by Fabio Bizzetti, who used it for
his Virtual Karting and Virtual Karting II games.
In the late 90s, I was in touch with him and he told me that his idea was to
"fool the RF signal" (or something along these lines). This got me thinking and
I came up with the core idea. Before writing here (in 2022!) I had never
bothered checking what he actually had done, but now I deemed it appropriate to
do it in order to provide a brief description of his method, both as an
acknowledgement of his brilliant idea and to provide more food for thought.
After starting Virtual Karting II in UAE, having a look at the moving graphics,
grabbing a screenshot, checking the values of BPLCON0 and BPLCON1, and checking
the bitplanes memory, I found out that he used bitplanes 1-3 as selector
bitplanes and assigned the pixels these elements (from left to right): red-
orange-yellow-green-cyan-azure-blue-purple (so, there are no middle dots and
dots are really 2x-wide). To mitigate the columns-looking result, he applied the
crosshatch tweak, swapping the scroll offsets on an alternate frame basis.
#2
Between the end of the 90s and 2003 I had created a system (implemented as a
shared library) based on the same core idea, but using 3 selector bitplanes.
PED81C is actually a simplification of that system, born from precisely from the
removal of the middle dots selector bitplane to improve the speed.
The old system was really rich feature-wise, as it provided:
* 256 colors screens
* HalfRes screens: screens like PED81C's
* FullRes screens: screens without middle dots - this was achieved by means of
a conversion performed by the CPU, optionally assisted by the Blitter (for
the record, the CPU-only conversion allowed 320x256 screens at about 50 fps
on an Amiga 1200 equipped with a Blizzard 1230-IV and 60 ns FAST RAM)
* chequer effect: crosshatch tweak for HalfRes screens
* double and triple buffering
* 5 embedded color models (RGBW, RGBM, RGBP, RGBPS, RGB332)
* color/palette handling functions (color setting, color remapping, 24-bit
fading and 24-bit cross-fading)
* Cross Playfield mode: 256 color screen overlay on top of another screen with
any degree of opacity between 0 and 256 (in practice, this produced 16-bit
graphics)
* Dual Cross Playfield mode: like Cross Playfield mode, but with a selectable
colorkey
* graphical contexts (clipping, drawing modes)
* pixmap fuctions (blitting, zooming, rotzooming)
* graphical primitives
* font functions
* ILBM functions
One might wonder why such system is not public - the reasons are:
* the core would need to be re-designed;
* the implementation could be better;
* the accessory functions (like the graphical ones) should be in a separate
library;
* the documentation would need a major overhaul.
Basically, I do not consider the system suitable for public distribution. I
would rather redo it from scratch... but that is precisely why PED81C was born:
while thinking how to improve the system, I realized how to eliminate the 3rd
selector bitplane and decided to get rid of the FullRes screens, because the
point of these systems is obtaining chunky screens without data conversion
(otherwise, it is better to use one of the traditional C2P methods, which give
better visual results).
#3
Originally I had planned to use PED81C to make a new game. However, I could not
come up with a satisfactory idea; moreover, due to personal reasons, I had to
stop software development. Given that I could not predict when/if I would able
to produce something with PED81C and given that the war in Ukraine put the world
in deep uncertainty, I decided that it was better to release PED81C to avoid
that it went wasted and also as a gift to the Amiga community.
I must admit I have been tempted to provide an implementation of PED81C in the
form of a library or of a collection of functions, but since setting up PED81C
screens is easy and since general-purpose routines would perform worse than
tailor-made ones, I decided to let programmers implement it in the way that fits
best their projects.
--------------------------------------------------------------------------------
DEMOS
The demos are suitable for any AGA Amiga. They all with the source graphics so
that you can compare them with the visual result and check the dots palettes. To
quit, use the right mouse button.
MM - Moving Maps
Raster size: 160x256
Screen size: 320x256
This shows a ghost effect achieved by applying a distorsion map. This was a
proof-of-concept for a static screen ghost-blasting game.
Use the joystick to move the ghost over the painting.
MPS - Mirrored Parallax Scroller
Raster size: 160x100
Screen size: 320x200
This shows a tunnel with parallax floor and ceiling. Floor and ceiling are
mirrored. The parallax is obtained by scaling each line in real time. Floor and
ceiling are rendered while the background wall is drawn by the Blitter. The
whole raster gets redrawn every frame, so that it would not be necessary to
restore the graphics under other graphics (e.g. bobs). The rasterlines are
doubled with a scanlines effect. On an unexpanded Amiga 1200, rendering 1 frame
takes about all the rasterlines during which no bitplane DMA occurs.
Use the joystick to move left/right.
PCMYW1 - Picture in the CMYW color model / 1-pixel-tall dots
Raster size: 160x256
Screen size: 320x256
This shows a colorful picture in the CMYW palette.
PCMYW2 - Picture in the CMYW color model / 2-pixel-tall dots
Raster size: 160x128
Screen size: 320x256
This shows a colorful picture in the CMYW palette. The rasterlines are doubled
with a scanlines effect.
PG1 - Picture in the G color model / 1-pixel-tall dots
Raster size: 160x256
Screen size: 320x256
This shows a colorful picture in the KC palette.
PG2 - Picture in the G color model / 2-pixel-tall dots
Raster size: 160x128
Screen size: 320x256
This shows a colorful picture in the KC palette. The rasterlines are doubled
with a scanlines effect.
PKC1 - Picture in the KC color model / 1-pixel-tall dots
Raster size: 160x256
Screen size: 320x256
This shows a colorful picture in the KC palette.
PKC2 - Picture in the KC color model / 2-pixel-tall dots
Raster size: 160x128
Screen size: 320x256
This shows a colorful picture in the KC palette. The rasterlines are doubled
with a scanlines effect.
PRGBW1 - Picture in the RGBW color model / 1-pixel-tall dots
Raster size: 160x256
Screen size: 320x256
This shows a colorful picture in the RGBW palette.
PRGBW2 - Picture in the RGBW color model / 2-pixel-tall dots
Raster size: 160x128
Screen size: 320x256
This shows a colorful picture in the RGBW palette. The rasterlines are doubled
with a scanlines effect.
ST - Spinning Tunnel
Raster size: 160x100
Screen size: 320x200
This shows a tunnel with a tube effect. Each line in scaled in real time. The
whole raster gets redrawn every frame, so that it would not be necessary to
restore the graphics under other graphics (e.g. bobs). The rasterlines are
doubled with a scanlines effect. The moving objects are 64-pixel 15-color
sprites. On an unexpanded Amiga 1200, rendering 1 frame takes about 98% of the
time.
Use the joystick to move the spaceship.
--------------------------------------------------------------------------------
EXAMPLE
The example is an AMOS Professional program that shows how to set up a PED81C
screen and to perform some basic operations on it. For the details, please refer
to the source code.
--------------------------------------------------------------------------------
rev. 20230623
www.retream.com/PED81C
contact@retream.com
(c) 2022 RETREAM
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment