This is little WIP game is causing a bit of a stir in Amiga circles - mainly for its use of the HAM-6 (hold and modify) mode and being able to pull it off on a stock Amiga500 or 1000. Haven't had a chance to download it yet.
Thread over at English Amiga Board:
Tech demo of my game Coders. Asm / Hardware
eab.abime.net
Some of the technical elements (from eab):
- Detects PAL and NTSC, so it should work on both systems
- Runs at full frame rate (50Hz or 60Hz), scrolling in 8 directions
- Uses lowres HAM 6-bitplane mode
- Dynamic sprite management system: it groups sprites by pair, and recycles sprites across the screen vertically: the system can display a maximum of 104 sprites.
- On an example screen like the one in the screenshot, there is about 80 visible moving sprites, some are animating
- Sprites are being recolored by the copper: 12 colors per scanline to be precise. This means a theoretical limit of 2880 colors could be displayed just for the sprites. With the current sprite sheet I used, the sprites are using 265 colors.
- The background tiles are in HAM, which means up to the full palette of 4096 colors, and arranged in such a way show fringeless horizontally scrolling
- The tiles are shaded at runtime according to light sources (i.e., torches) with a scanline-dithering technique to allow approximately 30 level of darkening
- There is a single bitmap buffer (i.e.: no double buffering), so everything is rendered with carefully timed 'racing-the-beam' blits.
- The copper list is also a single list, so all real-time modification of the copper list is done with careful timing