46 points msephton 6 hours ago 8 comments
MiroslavPokorny 3 hours ago | parent
vidarh 2 hours ago | parent
What I think made screens feel different was as a grouping mechanism, usually driven by a single application (though in more recent versions of AmigaOS you could open "public screens") that would manage the layout for that screen. You can do that with virtual desktops, but it takes some effort to simulate the behaviour.
I'm slowly iterating on something like that for my wm. I now snapshot the (by default tiling) layout and restore it, letting me "open" and "close" screens/virtual desktops, and re-open the applications on them, so instead of opening a single application that opens a screen, I will open a "project" and it will open a desktop and multiple applications on it whose windows will snap into place. I'm not happy with it yet, but it feels somewhat closer to me to how it felt to use Amiga screens.
summa_tech 2 hours ago | parent
weinzierl 2 hours ago | parent
In theory it should be possible to change the frequency of the video signal mid screen as well, but I have a hard time to imagine switching repeatedly every frame wouldn't have driven the monitors of the time crazy. Even multi-sync monitors needed probably a couple of frames to sync, right?
fredoralive 50 minutes ago | parent
Having interlaced and non interlaced modes at once seems a bit funky though, but I assume it just forces everything into interlaced with the non interlaced mode sections having the same line sent on both fields?
noone_youknow 46 minutes ago | parent
For wider pixels, the hardware just drew each pixel for longer, and for taller pixels each pixel spanned more lines.
Pixels weren’t real in the CRT days :)
kmeisthax 33 minutes ago | parent
Vertical resolution is very much part of the spec, but even then CRTs will sync to hilariously out-of-spec signals that gain or lose lines per frame. Sanely-designed graphics hardware like the Amiga wouldn't do this, but the Atari 2600 wasn't sanely designed and had plenty of games that played fast and loose with NTSC. Atari graphics hardware only generated a single line of graphics and relied on H-Blank effects for literally everything else. Even the vertical retrace signal was controlled by the game. So it was very common to see badly programmed games send too many lines, and a different wrong number of lines each frame, which nobody noticed until people started writing 2600 emulators.
LastTrain 1 hour ago | parent