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Palette cycling was hardware accelerated animation on those platforms, which is why it was used. You could change the palette registers and affect an entire scr
by SideQuark 4y ago
Palette cycling was hardware accelerated animation on those platforms, which is why it was used. You could change the palette registers and affect an entire screen much quicker than you could redraw a screen. This is what they meant by hardware accelerated.
- mkl 4y agoPalette cycling isn't "essential for hi-res color imaging productivity", so I don't think it's what they were referring to.
- SideQuark 4y agoWell, you're convinced they were wrong, so maybe you didn't read them well. DPaint did bring palette cycling to the masses, showing hardware tricks that allowed drawing something cool that could not be done without hardware acceleration at that time. It sure made it clear to me (and many game devs in those days) that, along with other hardware tricks (scrolling hacks, sprintes, etc) that hardware acceleration would be necessary for a lot of the graphics stuff we wanted. DPaint's sister, DPAnimator, used even more hardware tricks to enable many of the features. When a PC/Amiga/?? didn't have hardware support, you simply lost the feature.