September 8th, 2024

Graphics Tricks from Boomers

Arnaud Carré's 4096-byte intro for the Atari STE showcases advanced graphics techniques, including stroboscopic effects and video signal manipulation, aimed at retro computing enthusiasts and graphics programming.

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Graphics Tricks from Boomers

Arnaud Carré recently released a 4096-byte intro for the Atari STE, showcasing advanced graphics techniques that challenge the machine's bandwidth limitations. The Atari STE, powered by an 8MHz Motorola 68000 processor, supports a resolution of 320x200 and can display 16 colors simultaneously. The post delves into the use of the STE's blitter and the concept of "fullscreen mode," which allows for creative graphics manipulation despite the hardware's constraints. Carré explains the use of sprites, or "bobs," and introduces techniques like the stroboscopic effect and "unlimited bobs" to create the illusion of multiple moving graphics on screen. He also discusses the innovative method of manipulating the Atari's video signal to eliminate the safety borders around the display, effectively increasing the visible resolution. This involves precise timing and manipulation of the video chip's state machine, allowing for a new resolution of approximately 416x274 pixels. The post is aimed at enthusiasts of retro computing and graphics, providing insights into the technical challenges and solutions employed in the demoscene.

- Arnaud Carré's Atari STE intro demonstrates advanced graphics techniques within strict memory limits.

- The Atari STE operates at 8MHz with a resolution of 320x200 and supports 16 colors.

- Techniques like stroboscopic effects and "unlimited bobs" create the illusion of multiple sprites on screen.

- The post explains how to manipulate the Atari's video signal to remove display borders, enhancing visible resolution.

- The content is targeted at retro computing enthusiasts and those interested in graphics programming.

Link Icon 5 comments
By @zzanz - 6 months
I really do miss this old regime of utilizing the entire machine in games. There is a fantastic video of one of the original Naughty Dog developers talking about the optimizations they did for the original Crash Bandicoot (https://www.youtube.com/watch?v=izxXGuVL21o), and some of the less conventional tricks they did to enable 3D gameplay on the PS1. I've always wondered what the true limit of performance optimizations is in games. Obviously modern systems have a lot more systems to compete and share memory between, but there have been obvious cases where performance has had low priority. Also under consideration is the constantly morphing landscape of PC hardware and software architecture. Given a fixed hardware, like the PS5 or Xbox, with the hardware of a high end gaming computer, what is the true limit a game could reach.
By @OnlyMortal - 6 months
I miss 68k assembler. Doing Amiga demos or Polytechnic work on a ST.

I ended up doing Mac 68k and C after Poly in the early 90s.

By @ergonaught - 6 months
Pretty tired of “everything from the 20th century is boomer”.
By @Animats - 6 months
As someone frustrated with the state of Rust game dev, I wish more people would work on the cutting-edge Rust graphics stack rather than all this retro graphics stuff. I'm trying to build something hard and the foundations are sand.
By @dylan604 - 6 months
I like the boomer throwback of using a poster image that opens a new page to view the videos instead of just embedding the video. Wonder if this was intentional or lack of polish with the blog template