Dark Bit Factory & Gravity

PROGRAMMING => Coding tutorials => Topic started by: Blitz Lamer on August 21, 2017

Title: Amiga BlitzBasic 2
Post by: Blitz Lamer on August 21, 2017
 :carrot: Hello People, Im interested in learning some BlitzBasic2 oldschool A500 looking demo effects on my real Amiga (its a 1200 with a HD, Blizzard, Usb Ports, wireless mouse, PCMCIA Ethernet connection.. Im done upgrading it now..), Im not a programmer, im a 40yo who was frustrated by my young age in the late 80s/early 90s and ive always wanted to program a few simple things on the real hardware (not in machine code though jeeez..). Ive used GLBasic (PC) and made some nice psuedo 3d starfields and cracktro rainbow bars, sine scrollers and a running Turrican "sprite" (bob) but Using Blitz2 on Amiga hardware seems more difficult to understand especially the palette system limitations etc (OCS).

I have a very nice psuedo 3d starfield running already (Like the old WinDoze95 screensaver) but im struggling with rainbow bars now.
This may not be the place to ask but.. without just giving me Blitzbasic code (what fun would that be?) What principal was used on the amiga? In laymans terms (cos Im pretty Lame) how did the L33T (ahem!) produce the rainbow line effect on amiga hardware? My guess is colour cycling using a RGB sine calculation but how exactly did they impliment it with such small palettes and 320 pixel width screens and such fluid looking colour changes? 

Hope someone can point me to a clear  method and not just the door lol

Thanks Peeps  ;D