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Amiga Screens Explained: Resolutions, Bitplanes and Why They Still Matter

A primer on Amiga screens: resolutions, palettes, bitplanes, and the magic of planar graphics on this beloved machine.

By mitch·6 min read
A CRT monitor displays a low-resolution Amiga screen with a colorful indexed palette.

You may have observed that whenever the Internet brings up the Amiga, an Amiga enthusiast quickly arrives to explain screens. Now there is a primer penned by that very fan, and it is delightful.

What A Screen Actually Is

A screen on the Amiga operating system gets its name from the very display area it describes. The operating system calls it a screen because it is, in fact, a screen. Amiga games and demo programmers tend to let the term slide without much questioning. The Amiga Hardware Reference Manual refers to a display area as a “playfield,” and a demo coder might mention raster splits instead. Still, we keep the word screen for ease of understanding.

A screen on the Amiga functions as a surface for drawing graphics. The system allows for screens with varying resolutions and colour depths, and software can create multiple screens each with its own resolution to show images.

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Modern operating systems and flatscreen monitors combine to produce a single, fixed-resolution display area. Back in the days of CRT monitors, opening displays with different resolutions was common. A viewer app running on a VGA-capable MS-DOS machine could use a 16-colour, 720×400 pixel text mode resolution to look through files, and then open a new 256-colour 320×200 display for viewing an image.

At the time, nearly every home computer came with different levels of resolution and colour depth, and these were forced upon them by the hardware itself in order to produce acceptable speed and memory consumption for various tasks. Memory was a costly resource, and the Amiga, which in its standard setup relied on a modest amount of shared RAM between the CPU, video and audio hardware, offered a great deal of control over these screen resolutions and colour depths.

Indices And Planes

A limited number of per-screen colour registers hold user-defined colour values, and this arrangement defines the Amiga’s typical mode of operation. These registers select their values from a 12-bit colour space, or a 24-bit one on AGA. An example of this setup places colour index 0 at $000, which is black, and colour index 1 at $F00, which is red.

The method of changing the hue of individual pixels involves planar graphics, where the amount of colour a screen can show is increased by adding extra bitplanes, or bpl for short. Each bitplane exists on its own in memory, and to alter the colour index of a pixel, a bit has to be flipped in every plane.

One bitplane offers two colour choices, two bitplanes offers four, and the count rises further up to five bitplanes, which delivers 32 colours on the original Amiga hardware. AGA pushes that further, using 8 bpl and delivering 256 colours.

The Limits Of OCS And ECS

The largest possible bitplane count per display for OCS and ECS is set by its display resolution, and these configurations are built to match a PAL or NTSC television set. A low-res and a high-res mode are included on the OCS Amiga.

A sixth bitplane can be put to use in low-res for HAM (Hold-And-Modify), which lets all 4096 of the OCS Amiga’s colours be employed at once (with certain conditions), or for EHB (Extra Half-Brite), a method that makes 32 extra copies of the original palette by duplicating a 32 colour scheme, though each copy is rendered at half the original brightness.

When you work with Deluxe Paint and edit an EHB image, the colour selector in the bottom right of the screen reveals how the colours are organised. The two rightmost columns are “half-brite” copies of the colours found in the first two columns. A minor flaw sometimes occurs in the half-brightness effect, since it is limited by the 12-bit colour space.

Whereas most rival machines simply manage separate jobs one at a time, the Amiga handles many tasks at once, and its layered display method eases the strain on memory. A writing program can get by with a 2-colour display, freeing up room that might instead be put toward running a picture program on a 32-colour display at the same time. Each dot on the screen holds only the exact number of bits needed to hold its colour, rather than filling a whole byte, which lets memory addressing remain orderly without waste.

A display can be sized or placed however a user chooses, including setting up a tiny low-res screen that measures 320 pixels wide by 50 pixels high near the bottom of the physical display. Keeping the pixel count down on each screen will also help save memory.

The Display Resolutions

Resolution OCS Low-Res OCS High-Res
Size 320×256 pixels (320×512 with interlace) 640×256 (640×512 with interlace)
Colour depth 32 colours (5 bpl) 16 colours (4 bpl)
Overscan Up to 724×283 Not specified
Interlace 320×512 640×512

Overscan lets the base resolutions be increased slightly, and in high-res it can reach as far as 25% more than the standard, up to 724×283, though it isn’t guaranteed to be fully visible across every monitor type or television set.

The Hardware Hijinx

The Amiga was built first and foremost as a games machine, which comes with a great deal of hardware support for graphics. A screen can be moved instantly, and scrolling the whole screen happens very fast — so fast that the operating system itself lets a user set up a desktop that’s larger than the space shown, and move around it with the mouse.

Adjusting the display resolution is simple too. A screen can be stretched to any size and placed anywhere, such as a small 320×50 pixel window placed at the bottom of the screen. Keeping the amount of pixels per screen to a minimum can also help save memory.

Why This Matters

The primer makes Amiga screens’ resolutions, indexed palettes, bitplanes, and multitasking both easy to grasp and entertaining to read, thanks to its genuine enthusiasm. It is a narrow, well-explained corner of computing history that deserves more attention than it gets.

The text thrives on plain language and a fond affection for its subject. It makes no attempt to force agreement; instead, it simply sets forth, in easy terms, the reasons screens held importance.

What We Make Of It

The primer’s honest enthusiasm is its best feature. It explains Amiga screens’ resolutions, indexed palettes, bitplanes, and multitasking all carry genuine warmth, turning a narrow technical field into something accessible and entertaining. This is a small, specific corner of computing history that deserves far more attention than it currently receives.

The text’s delight rests in how straightforward it is and how much affection it shows for its subject. It makes no attempt to force anyone to agree; it simply explains, in plain terms, the value of screens.

Source material: “Amiga Screens: A Primer,” datagubbe.se.

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