docs(amiga): expand animation guide with GEL architecture, hardware foundation, and historical context

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Ilia Sharin 2026-04-24 16:16:21 -04:00
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@ -20,4 +20,4 @@ The Amiga graphics system is built on custom DMA-driven hardware (Agnus/Alice +
| [rastport.md](rastport.md) | RastPort drawing context: draw modes, patterns, layer clipping, text pipeline, blitter minterms |
| [views.md](views.md) | View, ViewPort, MakeVPort, display construction |
| [text_fonts.md](text_fonts.md) | TextFont bitmap layout, baseline rendering, algorithmic styles, AvailFonts enumeration |
| [animation.md](animation.md) | AnimOb, BOB, VSprite, GEL system |
| [animation.md](animation.md) | GEL system deep dive: BOBs, VSprites, AnimObs, hardware foundation (Blitter/Copper/Sprite interaction), collision detection, double buffering, performance tuning |

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## Overview
The **GEL (Graphics ELement)** system provides high-level animated sprite and bitmap overlay support. It manages VSprites (virtual sprites that can use hardware or software rendering), BOBs (Blitter OBjects — arbitrary-sized bitmaps overlaid on a playfield), and AnimObs (animation objects with sequencing).
The **GEL (Graphics ELement)** system is the Amiga's high-level animation framework, built into `graphics.library`. It provides a managed abstraction over the three animation-capable hardware subsystems — **hardware sprites**, the **Blitter**, and the **Copper** — unifying them into a single sorted, rendered, and collision-detected object list.
The GEL system manages three object types in a priority-sorted doubly-linked list:
| Object | Full Name | Backing Hardware | Size Limit | Color Limit | CPU Cost | Typical Use |
|---|---|---|---|---|---|---|
| **VSprite** | Virtual Sprite | Hardware sprite DMA (Denise/Lisa) | 16px wide × any height | 3 colors + transparent (15 attached) | Near zero | Mouse pointers, crosshairs, score digits |
| **BOB** | Blitter Object | Blitter DMA (Agnus/Alice) | Arbitrary | Full playfield palette | Moderate (blitter time) | Player characters, enemies, projectiles |
| **AnimOb** | Animation Object | BOBs + sequencing engine | Arbitrary | Full playfield palette | Moderate + frame logic | Walk cycles, explosions, multi-part characters |
The key insight is that the GEL system **does not bypass the OS** — it uses `graphics.library` internally and cooperates with Intuition. This makes it the correct choice for system-friendly applications. Games that take over the hardware typically implement their own blitter-based object systems instead.
### Why a Unified System?
On most platforms of the era, sprites and software-drawn objects were entirely separate subsystems. The Amiga's GEL system merges them:
- **VSprites** can transparently **fall back to BOB rendering** when all 8 hardware sprite channels are exhausted — the application code doesn't change
- All GEL objects share a **single Y-sorted render list**, so draw order is automatic
- **Collision detection** works uniformly across VSprites and BOBs
- The `SortGList()``DrawGList()``WaitTOF()` loop handles everything in one pass
### Historical Context — The 1985 Competitive Landscape
The GEL system was architecturally unprecedented. No competing platform of the era offered anything resembling a unified, hardware-abstracted animation compositor:
| Platform (1985) | Sprite Hardware | Software Objects | Unified System? |
|---|---|---|---|
| **Amiga (OCS)** | 8 DMA sprites, 16px wide, Copper-multiplexed | Blitter-composited BOBs, arbitrary size | **Yes** — GEL system merges both into one sorted, collision-detected render list |
| **Atari ST** | None — no hardware sprites at all | CPU-driven block copies (no blitter until STE in 1989) | No — everything is manual software rendering |
| **Commodore 64** | 8 hardware sprites (VIC-II), 24px wide | Character-based; no blitter | No — sprites and character graphics are completely separate; collision is hw-only |
| **NES (Famicom)** | 64 OAM sprites, 8px wide, 8 per scanline | Tile-based background via PPU | No — OAM and background are independent subsystems with no unified API |
| **Apple Macintosh** | None | QuickDraw (CPU-only, 1-bit) | No — no sprites, no DMA, no animation framework whatsoever |
| **IBM PC (CGA/EGA)** | None | CPU block copies to video RAM | No — no hardware assistance; animation is entirely application responsibility |
| **Atari 7800** | Up to 100 sprites via display list | Background tiles | Partially — display list is a flat sorted structure, but no OS API or collision framework |
The Amiga was the only home computer where the OS itself provided:
- **Automatic hardware resource arbitration** (sprite channel assignment)
- **Transparent fallback** between rendering backends (sprite DMA → blitter)
- **Integrated collision detection** across all object types
- **A physics-aware animation sequencer** (AnimOb with velocity and acceleration)
This was essentially a **scene graph with a compositor** — a concept that wouldn't become mainstream until GPU-accelerated window managers appeared 20 years later (Quartz Compositor 2001, Aero 2006).
> [!NOTE]
> The arcade world had more sophisticated sprite hardware (Namco System 16, Sega System 16 — 128+ sprites with scaling and rotation), but these were fixed-function ASICs with no OS, no API, and no concept of resource sharing between applications. The Amiga's innovation was the **software architecture** layered on top of capable-but-limited hardware.
### Modern Analogies
The GEL system's design foreshadows patterns that became standard decades later:
| GEL System (1985) | Modern Equivalent | Shared Concept |
|---|---|---|
| Unified VSprite + BOB render list | **macOS WindowServer / Core Animation** | A compositor merges GPU-accelerated layers (≈ VSprites) and software-rendered surfaces (≈ BOBs) into a single display pass — apps don't choose the backend |
| `SortGList()``DrawGList()` | **Vulkan/Metal render graph** | A sorted submission pipeline where the framework decides resource scheduling and draw order |
| VSprite hw→sw fallback | **GPU tile-based deferred rendering** | When fast-path resources (tile memory, shader units) are exhausted, the driver transparently falls back to a slower path |
| `DoCollision()` with MeMask/HitMask | **Unity/Unreal collision layers** | Bitmask-based collision filtering — each object declares what it is and what it can hit |
| AnimOb velocity + acceleration | **Core Animation implicit animations** | The framework applies physics (timing curves, momentum) so the app just sets target values |
| Copper-driven sprite pointer reload | **Display controller scanout** | A DMA engine composites layers in sync with the display refresh — no CPU in the hot path |
### Pros and Cons (in 1985 Context)
| | Pro | Con |
|---|---|---|
| **Abstraction** | Write once — system picks hw sprites or blitter automatically | Abstraction layer costs CPU cycles on a 7.09 MHz 68000 |
| **Unified collision** | One API for all object types; no manual overlap checks | O(n²) scaling is brutal with >30 objects and no spatial index |
| **Auto sort/draw** | Correct painter's-order for free | Y-only sort — no X or Z priority control without workarounds |
| **OS integration** | Cooperates with Intuition; no system takeover required | Competing with Workbench for blitter time and DMA slots |
| **Animation engine** | Built-in velocity, acceleration, frame sequencing | Rigid fixed-point math; no easing curves, no interpolation |
| **Save/restore cycle** | Clean non-destructive compositing | 3 blitter ops per BOB per frame — expensive at scale |
---
## VSprite
## Hardware Foundation — Blitter, Copper, and Sprites
The GEL system is an API layer over three independent DMA engines. Understanding which hardware backs each operation is essential for performance tuning.
```mermaid
flowchart TB
subgraph "Application Code"
APP["AddBob() / AddVSprite()\nSortGList() / DrawGList()"]
end
subgraph "graphics.library — GEL Manager"
SORT["SortGList()\nY-priority sort"]
DRAW["DrawGList()\nRender all GELs"]
COLL["DoCollision()\nBoundary + inter-object"]
end
subgraph "Custom Chip Hardware"
direction LR
SPR["Sprite DMA\n(Denise/Lisa)\n8 channels, 16px wide\nZero CPU cost"]
BLT["Blitter DMA\n(Agnus/Alice)\nCookie-cut blit\nSave/restore background"]
COP["Copper\n(Agnus/Alice)\nSprite pointer reload\nPer-frame setup"]
end
APP --> SORT --> DRAW
DRAW --> COLL
DRAW -->|"VSprite\n(hw slot free)"| SPR
DRAW -->|"VSprite (overflow)\nor BOB"| BLT
COP -->|"SPRxPT reload\nevery VBlank"| SPR
style SPR fill:#e8f4fd,stroke:#2196f3,color:#333
style BLT fill:#fff3e0,stroke:#ff9800,color:#333
style COP fill:#fff9c4,stroke:#f9a825,color:#333
```
### How Each Hardware Unit Contributes
**Blitter (BOB rendering)**
- Performs the **cookie-cut blit** (minterm `$CA`) to composite BOB imagery onto the playfield: `A`=mask, `B`=source image, `C`=background read-back, `D`=output
- **Saves and restores background** under each BOB via the `SaveBuffer` — this is what makes BOBs non-destructive
- Handles arbitrary sizes (not limited to 16px width like hardware sprites)
- See [blitter_programming.md](blitter_programming.md) for minterm details
**Copper (VSprite pointer management)**
- Reloads `SPRxPTH`/`SPRxPTL` registers every frame during vertical blank
- The GEL system's `DrawGList()` builds Copper instructions that point each hardware sprite channel to the correct VSprite data
- Enables **sprite multiplexing** — reusing the same hardware channel for multiple VSprites at different Y positions
- See [copper_programming.md](copper_programming.md) for Copper list construction
**Hardware Sprites (VSprite rendering)**
- 8 DMA channels in Denise/Lisa fetch sprite data from Chip RAM with **zero CPU overhead**
- Each channel: 16 pixels wide, 3 colors + transparent (or 15 colors when attached in pairs)
- The GEL system assigns VSprites to available hardware channels automatically; overflow VSprites are rendered as BOBs via the Blitter
### DMA Budget Impact
All three engines share the Chip RAM bus. During a typical animation frame:
| Phase | DMA Consumer | Approx. Cycles | Notes |
|---|---|---|---|
| VBlank | Copper reloads sprite pointers | 1632 cycles | 2 MOVEs × 8 sprites |
| Active display | Sprite DMA fetches | 2 words/line/sprite | Continuous, interleaved with bitplane DMA |
| Between frames | Blitter save/restore + draw | Varies with BOB count | Competes with CPU for bus |
| Between frames | Blitter collision masks | Varies | Only if `DoCollision()` is called |
> [!WARNING]
> **BOBs are expensive.** Each BOB requires three blitter operations per frame: (1) restore previous background, (2) save new background, (3) cookie-cut blit. With 20 BOBs at 32×32 pixels across 4 bitplanes, the blitter is busy for a significant fraction of the frame time. Profile early.
---
## VSprite — Virtual Sprite
A **VSprite** is the fundamental GEL object. It represents a small, moveable graphic element that the system will render using **hardware sprite DMA** if a channel is available, or **fall back to blitter-based BOB rendering** if all 8 hardware channels are occupied.
This dual-path rendering is the key architectural feature: the application creates VSprites without specifying how they will be rendered. The GEL manager decides at `DrawGList()` time based on availability.
### Hardware vs. Software Path
```
VSprite created with VSPRITE flag set
DrawGList() called
┌────▼────────────────────┐
│ Hardware sprite channel │──→ Yes ──→ Render via sprite DMA
│ available? │ (zero CPU cost)
└────┬────────────────────┘
│ No
Render as BOB via Blitter
(cookie-cut blit, save/restore background)
```
### VSprite Flags
| Flag | Value | Meaning |
|---|---|---|
| `VSPRITE` | `$0001` | This is a true VSprite (not a BOB's backing VSprite) |
| `SAVEBACK` | `$0002` | Save background before drawing (for BOB fallback) |
| `OVERLAY` | `$0004` | Use cookie-cut (masked) rendering |
| `MUSTDRAW` | `$0008` | Always draw, even if off-screen |
| `BACKSAVED` | `$0100` | (Internal) Background has been saved |
| `BOBUPDATE` | `$0200` | (Internal) BOB image has changed |
| `GELGONE` | `$0400` | (Internal) GEL has been removed |
| `VSOVERFLOW` | `$0800` | (Internal) No hardware sprite slot — using BOB fallback |
### Structure
```c
/* graphics/gels.h — NDK39 */
struct VSprite {
struct VSprite *NextVSprite;
struct VSprite *NextVSprite; /* GEL list links (managed by system) */
struct VSprite *PrevVSprite;
struct VSprite *DrawPath;
struct VSprite *ClearPath;
WORD OldY, OldX; /* previous position */
WORD Flags; /* VSPRITE, SAVEBACK, OVERLAY, MUSTDRAW */
WORD Y, X; /* current position */
WORD Height;
WORD Width; /* width in words */
WORD Depth;
WORD MeMask; /* collision mask */
WORD HitMask;
WORD *ImageData; /* sprite image */
WORD *BorderLine; /* collision border */
WORD *CollMask; /* collision mask data */
WORD *SprColors; /* colour table */
struct Bob *VSBob; /* if this VSprite backs a BOB */
BYTE PlanePick;
BYTE PlaneOnOff;
struct VSprite *DrawPath; /* draw-order traversal (set by SortGList) */
struct VSprite *ClearPath; /* clear-order traversal (reverse of draw) */
WORD OldY, OldX; /* previous position (for background restore) */
WORD Flags; /* VSPRITE, SAVEBACK, OVERLAY, MUSTDRAW */
WORD Y, X; /* current screen position */
WORD Height; /* height in lines */
WORD Width; /* width in WORDS (not pixels!) */
WORD Depth; /* number of bitplanes */
WORD MeMask; /* "I am this type" — collision identity */
WORD HitMask; /* "I collide with these types" */
WORD *ImageData; /* interleaved sprite image (Chip RAM!) */
WORD *BorderLine; /* 1-line collision boundary */
WORD *CollMask; /* full collision mask bitmap */
WORD *SprColors; /* color table (3 entries for hw sprites) */
struct Bob *VSBob; /* non-NULL if this VSprite backs a BOB */
BYTE PlanePick; /* which bitplanes to render into */
BYTE PlaneOnOff; /* default state for non-picked planes */
/* ... */
};
```
> [!IMPORTANT]
> `ImageData`, `BorderLine`, `CollMask`, and `SprColors` **must reside in Chip RAM** (`AllocMem(size, MEMF_CHIP|MEMF_CLEAR)`). The Blitter and sprite DMA cannot access Fast RAM.
---
## BOB (Blitter Object)
## BOB — Blitter Object
A **BOB** is an arbitrary-sized bitmap overlay composited onto the playfield using the Blitter. Unlike VSprites (which are limited to 16 pixels wide and 3 colors), BOBs can be **any size** and use the **full playfield palette**.
Every BOB has a paired **VSprite** that provides its position, collision data, and list linkage. The BOB struct adds blitter-specific fields: the save buffer, the shadow mask, and optional double-buffering and animation component links.
### The BOB Rendering Cycle
Each frame, `DrawGList()` performs three blitter operations per BOB:
```
Frame N:
1. RESTORE — Blit SaveBuffer back to screen at OldX,OldY
(erase previous frame's image)
2. SAVE — Copy screen rectangle at new X,Y into SaveBuffer
(preserve background before drawing)
3. DRAW — Cookie-cut blit: ImageData through ImageShadow
onto screen at X,Y (composite the BOB)
```
This is why `SaveBuffer` must be allocated large enough to hold the BOB's footprint plus alignment padding. The `ImageShadow` is a 1-bitplane mask — 1 where the BOB is opaque, 0 where transparent.
### BOB vs. VSprite Decision Matrix
| Criterion | Use VSprite | Use BOB |
|---|---|---|
| Size ≤ 16px wide, ≤ 3 colors | ✓ Ideal | Overkill |
| Size > 16px wide | Cannot | ✓ Required |
| Need full palette | Cannot (3 colors) | ✓ Yes |
| Many objects (> 8) | Overflow → BOB fallback | ✓ Direct |
| CPU budget is tight | ✓ Zero cost if hw slot | Higher cost |
| Need per-pixel collision | Limited (boundary only) | ✓ Full mask |
### Structure
```c
struct Bob {
WORD Flags;
WORD *SaveBuffer; /* background save buffer */
WORD *ImageShadow; /* shadow mask for cookie-cut */
struct Bob *Before;
WORD Flags; /* SAVEBOB, BOBISCOMP (internal) */
WORD *SaveBuffer; /* background save area (Chip RAM!) */
WORD *ImageShadow; /* 1-bitplane cookie mask (Chip RAM!) */
struct Bob *Before; /* draw-order links (set by SortGList) */
struct Bob *After;
struct VSprite *BobVSprite; /* associated VSprite */
struct AnimComp *BobComp; /* if part of animation */
struct DBufPacket *DBuffer; /* double-buffer packet */
struct VSprite *BobVSprite; /* REQUIRED — provides position & collision */
struct AnimComp *BobComp; /* non-NULL if part of an AnimOb */
struct DBufPacket *DBuffer; /* double-buffer packet (or NULL) */
};
```
---
### Object Relationships
## Usage Pattern
```
AnimOb (optional — animation sequence controller)
└─→ AnimComp (animation component — one "part" of the object)
├─→ Bob (blitter rendering data)
│ │
│ └─→ VSprite (position, image, collision)
└─→ AnimComp→NextSeq (next frame in sequence)
└─→ Bob → VSprite ...
```
### SaveBuffer Size Calculation
```c
struct GelsInfo gi;
struct VSprite headVS, tailVS;
/* SaveBuffer must accommodate worst-case word alignment */
LONG saveSize = (LONG)sizeof(WORD) * bob->BobVSprite->Width
* bob->BobVSprite->Height
* bob->BobVSprite->Depth;
/* Add 2 extra words for word-boundary overflow: */
saveSize += sizeof(WORD) * bob->BobVSprite->Height * bob->BobVSprite->Depth;
/* Initialise GEL system: */
InitGels(&headVS, &tailVS, &gi);
rp->GelsInfo = &gi;
bob->SaveBuffer = AllocMem(saveSize, MEMF_CHIP | MEMF_CLEAR);
```
/* Add a VSprite/BOB: */
AddVSprite(&myVSprite, rp);
/* or */
AddBob(&myBob, rp);
## GEL System Initialisation and Render Loop
/* Each frame: */
SortGList(rp); /* sort by Y position */
DrawGList(rp, &vp); /* render all GELs */
WaitTOF(); /* sync to vertical blank */
The GEL system requires explicit initialisation before use. The core lifecycle is: **init → add objects → sort → draw → sync → repeat → cleanup**.
/* Cleanup: */
### Initialisation
```c
#include <graphics/gels.h>
#include <graphics/gfxmacros.h>
struct GelsInfo gelsInfo;
struct VSprite headVS, tailVS; /* sentinel nodes (never rendered) */
struct collTable collisionTable; /* 16 collision handler slots */
/* Clear all structures: */
memset(&gelsInfo, 0, sizeof(gelsInfo));
memset(&headVS, 0, sizeof(headVS));
memset(&tailVS, 0, sizeof(tailVS));
/* Set up the GEL list with head/tail sentinels: */
InitGels(&headVS, &tailVS, &gelsInfo);
/* Optional: install collision handler table: */
gelsInfo.collHandler = &collisionTable;
/* Attach to RastPort: */
myRastPort->GelsInfo = &gelsInfo;
```
### The Render Loop
```c
/* Main animation loop — runs once per frame: */
while (!done)
{
/* 1. Update positions: */
for (each object) {
myBob->BobVSprite->X += velocityX;
myBob->BobVSprite->Y += velocityY;
}
/* 2. If using AnimObs, advance animation clock: */
Animate(&gelsInfo.gelHead, myRastPort);
/* 3. Sort all GELs by Y position (draw order): */
SortGList(myRastPort);
/* 4. Render: restore backgrounds, save new backgrounds, draw: */
DrawGList(myRastPort, &myViewPort);
/* 5. Sync to vertical blank (avoid tearing): */
WaitTOF();
/* 6. Optional: detect collisions this frame: */
DoCollision(myRastPort);
}
```
```mermaid
flowchart LR
A["Update\nPositions"] --> B["Animate()\n(if AnimObs)"]
B --> C["SortGList()\nY-sort"]
C --> D["DrawGList()\nRestore+Save+Draw"]
D --> E["WaitTOF()\nVBlank sync"]
E --> F["DoCollision()\n(optional)"]
F --> A
style D fill:#fff3e0,stroke:#ff9800,color:#333
style E fill:#e8f4fd,stroke:#2196f3,color:#333
```
### Adding and Removing Objects
```c
/* Add a VSprite to the GEL list: */
AddVSprite(&myVSprite, myRastPort);
/* Add a BOB (internally adds its backing VSprite too): */
AddBob(&myBob, myRastPort);
/* Add an AnimOb (adds all its component BOBs): */
AddAnimOb(&myAnimOb, &gelsInfo.gelHead, myRastPort);
/* Remove — sets GELGONE flag; actual removal happens at next DrawGList: */
RemVSprite(&myVSprite);
/* or */
RemBob(&myBob);
RemBob(&myBob); /* deferred — call DrawGList to finish */
RemIBob(&myBob, myRastPort, &myViewPort); /* immediate removal */
```
### Cleanup
```c
/* Remove all objects first, then: */
myRastPort->GelsInfo = NULL;
/* Free all allocated SaveBuffers, ImageData, CollMasks, etc. */
```
---
## AnimOb — Animation Sequences
An **AnimOb** (Animation Object) adds automatic **frame sequencing**, **velocity**, and **acceleration** on top of the BOB system. It models a complete animated entity — a walking character, an explosion, a rotating power-up — as a tree of **AnimComps** (animation components), each being a sequence of animation frames.
### Concepts
| Term | Meaning |
|---|---|
| **AnimOb** | The top-level animation object with position, velocity, acceleration |
| **AnimComp** | One "part" of the object (e.g., a character's body, or its sword) |
| **Sequence** | A ring of AnimComps linked via `NextSeq`/`PrevSeq` — the animation frames |
| **Clock/Timer** | Per-component frame counter; when it hits `TimeSet`, advances to next frame |
| **RingXTrans/RingYTrans** | Position offset applied when the sequence wraps (for walk cycles) |
| **YVel/XVel** | Per-frame velocity (added to position each `Animate()` call) |
| **YAccel/XAccel** | Per-frame acceleration (added to velocity each `Animate()` call) |
### How Animate() Works
Each call to `Animate()`:
1. For every AnimOb in the list:
- Add `XAccel` to `XVel`, `YAccel` to `YVel`
- Add `XVel` to `AnX`, `YVel` to `AnY`
2. For every AnimComp in the AnimOb:
- Decrement `Timer`
- If `Timer` reaches 0:
- Advance to `NextSeq` (next frame in the ring)
- Reset `Timer` to `TimeSet`
- Update the BOB's `ImageData` and `ImageShadow`
- Apply component's relative offset to AnimOb position
### AnimOb Structure
```c
struct AnimOb {
struct AnimOb *NextOb;
struct AnimOb *NextOb; /* linked list of AnimObs */
struct AnimOb *PrevOb;
LONG Clock; /* frame counter */
WORD AnOldY, AnOldX;
WORD AnY, AnX; /* current position */
WORD YVel, XVel; /* velocity */
WORD YAccel, XAccel; /* acceleration */
WORD RingYTrans; /* ring buffer Y translation */
WORD RingXTrans;
struct AnimComp *HeadComp; /* component chain */
LONG Clock; /* master clock (incremented each Animate) */
WORD AnOldY, AnOldX; /* previous position */
WORD AnY, AnX; /* current position (16.0 fixed) */
WORD YVel, XVel; /* velocity (added to position each frame) */
WORD YAccel, XAccel; /* acceleration (added to velocity) */
WORD RingYTrans; /* Y offset applied on sequence wrap */
WORD RingXTrans; /* X offset applied on sequence wrap */
struct AnimComp *HeadComp; /* first component in this AnimOb */
/* ... */
};
```
### AnimComp Structure
```c
struct AnimComp {
WORD Flags; /* RINGTRIGGER, ANIMHALF */
WORD Timer; /* counts down to 0, then advance frame */
WORD TimeSet; /* reset value for Timer */
struct AnimComp *NextComp; /* next component (parallel part) */
struct AnimComp *PrevComp;
struct AnimComp *NextSeq; /* next frame in sequence (ring) */
struct AnimComp *PrevSeq; /* previous frame in sequence */
/* ... */
WORD XTrans, YTrans; /* offset relative to AnimOb position */
struct Bob *AnimBob; /* the BOB for this frame */
/* ... */
};
```
### Example: 4-Frame Walk Cycle
```
AnimOb (XVel = 2, YVel = 0)
└─→ HeadComp: AnimComp ring of 4 frames
┌─→ Frame 0 (stand) ─→ Frame 1 (step-L)
│ │
└── Frame 3 (step-R) ←─ Frame 2 (stride)
TimeSet = 6 → each frame shows for 6 Animate() calls
RingXTrans = 0 (no jump on wrap — smooth loop)
```
```c
/* Building a 4-frame AnimOb: */
struct AnimOb walkOb;
struct AnimComp frames[4];
struct Bob bobs[4];
struct VSprite vsprites[4];
/* Set up each frame's VSprite with different ImageData: */
for (int i = 0; i < 4; i++) {
vsprites[i].ImageData = walkFrameImages[i]; /* Chip RAM! */
vsprites[i].Height = 32;
vsprites[i].Width = 2; /* 32px = 2 words */
vsprites[i].Depth = 4;
/* ... set collision masks, etc. ... */
bobs[i].BobVSprite = &vsprites[i];
bobs[i].ImageShadow = walkFrameMasks[i];
bobs[i].SaveBuffer = AllocMem(saveSize, MEMF_CHIP | MEMF_CLEAR);
frames[i].AnimBob = &bobs[i];
frames[i].TimeSet = 6; /* 6 frames per animation cel */
frames[i].Timer = 6;
frames[i].YTrans = 0;
frames[i].XTrans = 0;
}
/* Link frames into a ring: */
frames[0].NextSeq = &frames[1]; frames[1].PrevSeq = &frames[0];
frames[1].NextSeq = &frames[2]; frames[2].PrevSeq = &frames[1];
frames[2].NextSeq = &frames[3]; frames[3].PrevSeq = &frames[2];
frames[3].NextSeq = &frames[0]; frames[0].PrevSeq = &frames[3];
/* AnimOb: */
walkOb.HeadComp = &frames[0];
walkOb.AnX = 50; walkOb.AnY = 100;
walkOb.XVel = 2; walkOb.YVel = 0;
walkOb.XAccel = 0; walkOb.YAccel = 0;
AddAnimOb(&walkOb, &gelsInfo.gelHead, myRastPort);
```
---
## Collision Detection
The GEL system provides **two levels** of collision detection, both managed through bitmask matching:
### Collision Masks
Each VSprite has two 16-bit masks:
- **`MeMask`** — "I am this type" (identity)
- **`HitMask`** — "I care about hitting these types" (filter)
A collision between objects A and B is reported when: `(A.HitMask & B.MeMask) != 0`
```c
/* Example: define object types via bit positions */
#define TYPE_PLAYER (1 << 0) /* bit 0 */
#define TYPE_ENEMY (1 << 1) /* bit 1 */
#define TYPE_BULLET (1 << 2) /* bit 2 */
#define TYPE_POWERUP (1 << 3) /* bit 3 */
#define TYPE_BORDER (1 << 15) /* bit 15 = border collision */
/* Player collides with enemies, powerups, and borders: */
playerVS.MeMask = TYPE_PLAYER;
playerVS.HitMask = TYPE_ENEMY | TYPE_POWERUP | TYPE_BORDER;
/* Enemy collides with player and bullets: */
enemyVS.MeMask = TYPE_ENEMY;
enemyVS.HitMask = TYPE_PLAYER | TYPE_BULLET;
/* Bullet collides with enemies only: */
bulletVS.MeMask = TYPE_BULLET;
bulletVS.HitMask = TYPE_ENEMY;
```
### Collision Handlers
```c
/* Install collision callback for each type bit: */
struct collTable ct;
memset(&ct, 0, sizeof(ct));
/* When any object with MeMask bit 1 (ENEMY) is hit: */
ct.collPtrs[1] = (APTR)EnemyHitHandler;
/* When border collision occurs (bit 15): */
ct.collPtrs[15] = (APTR)BorderHitHandler;
gelsInfo.collHandler = &ct;
/* Collision handler prototype: */
void __asm EnemyHitHandler(register __a0 struct VSprite *vs1,
register __a1 struct VSprite *vs2)
{
/* vs1 and vs2 collided */
struct Bob *hitBob = vs2->VSBob;
if (hitBob) {
/* Mark enemy for removal, spawn explosion, etc. */
}
}
```
> [!NOTE]
> `DoCollision()` performs **O(n²)** pairwise checks. For large object counts (50+), this becomes a significant per-frame cost. Consider spatial partitioning or manual collision checks for performance-critical games.
---
## Double Buffering with BOBs
To eliminate flicker, BOBs can be double-buffered using `DBufPacket`:
```c
struct DBufPacket dbuf;
WORD *buf1, *buf2;
/* Allocate two buffers: */
LONG bufSize = /* same as SaveBuffer calculation */;
buf1 = AllocMem(bufSize, MEMF_CHIP | MEMF_CLEAR);
buf2 = AllocMem(bufSize, MEMF_CHIP | MEMF_CLEAR);
dbuf.BufY = dbuf.BufX = 0;
dbuf.BufPath = NULL; /* set by system */
myBob.DBuffer = &dbuf;
/* The system alternates between buf1 and buf2 each frame,
so the restore operation never tears the current frame's display. */
```
For full-screen double buffering (swapping entire bitplane pointers), use `ChangeVPBitMap()` instead — that's a ViewPort-level mechanism independent of the GEL system.
---
## When to Use the GEL System
### Good Use Cases
| Scenario | Why GELs Work Well |
|---|---|
| **System-friendly applications** | GELs cooperate with Intuition and the OS display system |
| **Moderate object counts** (< 20 BOBs) | Manageable blitter load, sorted rendering is convenient |
| **Prototyping and tools** | Quick to set up; collision detection included |
| **Mixed hw-sprite + BOB scenes** | VSprite overflow handling is automatic |
| **Educational / demo programs** | Clean API, well-documented in RKMs |
### When NOT to Use GELs
| Scenario | Why | Alternative |
|---|---|---|
| **High-performance games** (20+ objects) | GEL overhead: sorting, collision, save/restore per BOB | Custom blitter object manager with dirty-rectangle lists |
| **System-takeover games** | GELs assume OS is running; adds overhead | Direct blitter/sprite register programming |
| **Large scrolling playfields** | GELs don't manage scrolling; BOB restore interacts poorly with scroll | Copper-driven scroll with manual blitter objects |
| **Complex z-ordering** | GELs sort by Y only; no arbitrary Z | Custom draw-order lists |
| **Tile-based rendering** | GELs aren't designed for tile maps | Blitter tile-copy routines |
> [!TIP]
> Most **commercial Amiga games** (Turrican, Shadow of the Beast, Speedball 2) did **not** use the GEL system. They implemented custom blitter object engines for maximum control over DMA scheduling, draw order, and memory layout. The GEL system is best understood as a convenience layer for **system-friendly software** and as a **reference implementation** of the patterns that custom engines replicate.
---
## Complete Example — Animated BOB
```c
#include <exec/types.h>
#include <graphics/gels.h>
#include <graphics/gfxmacros.h>
#include <proto/graphics.h>
#include <proto/exec.h>
#define BOB_WIDTH_WORDS 2 /* 32 pixels */
#define BOB_HEIGHT 24
#define BOB_DEPTH 4 /* 16 colors */
/* Pre-computed image data (must be in Chip RAM): */
extern WORD shipImage[]; /* BOB_WIDTH_WORDS * BOB_HEIGHT * BOB_DEPTH words */
extern WORD shipMask[]; /* BOB_WIDTH_WORDS * BOB_HEIGHT words (1 plane) */
struct GelsInfo gi;
struct VSprite headVS, tailVS;
struct VSprite shipVS;
struct Bob shipBob;
void SetupGELSystem(struct RastPort *rp)
{
memset(&gi, 0, sizeof(gi));
InitGels(&headVS, &tailVS, &gi);
rp->GelsInfo = &gi;
}
void CreateShipBob(void)
{
/* VSprite (provides position and collision): */
memset(&shipVS, 0, sizeof(shipVS));
shipVS.X = 100;
shipVS.Y = 80;
shipVS.Height = BOB_HEIGHT;
shipVS.Width = BOB_WIDTH_WORDS;
shipVS.Depth = BOB_DEPTH;
shipVS.Flags = SAVEBACK | OVERLAY;
shipVS.MeMask = 1; /* I am type 1 */
shipVS.HitMask = 2; /* I collide with type 2 */
shipVS.PlanePick = 0x0F; /* draw into planes 0-3 */
shipVS.PlaneOnOff = 0x00;
shipVS.ImageData = shipImage; /* Chip RAM */
/* Collision mask: */
shipVS.CollMask = AllocMem(
BOB_WIDTH_WORDS * BOB_HEIGHT * sizeof(WORD),
MEMF_CHIP | MEMF_CLEAR);
shipVS.BorderLine = AllocMem(
BOB_WIDTH_WORDS * sizeof(WORD),
MEMF_CHIP | MEMF_CLEAR);
InitMasks(&shipVS); /* auto-generate collision mask from image */
/* BOB: */
memset(&shipBob, 0, sizeof(shipBob));
shipBob.BobVSprite = &shipVS;
shipBob.ImageShadow = shipMask;
shipBob.SaveBuffer = AllocMem(
(BOB_WIDTH_WORDS + 1) * BOB_HEIGHT * BOB_DEPTH * sizeof(WORD),
MEMF_CHIP | MEMF_CLEAR);
shipBob.DBuffer = NULL;
shipVS.VSBob = &shipBob;
}
void AnimationLoop(struct RastPort *rp, struct ViewPort *vp)
{
WORD dx = 2, dy = 1;
AddBob(&shipBob, rp);
while (!(ReadJoyPort(1) & JPF_BTN1)) /* until fire pressed */
{
/* Move: */
shipVS.X += dx;
shipVS.Y += dy;
/* Bounce off edges: */
if (shipVS.X < 0 || shipVS.X > 288) dx = -dx;
if (shipVS.Y < 0 || shipVS.Y > 232) dy = -dy;
SortGList(rp);
DrawGList(rp, vp);
WaitTOF();
}
RemIBob(&shipBob, rp, vp);
}
```
---
## Performance Guidelines
| Factor | Impact | Mitigation |
|---|---|---|
| **BOB count** | 3 blitter ops per BOB per frame | Keep under 1520 for 50 fps |
| **BOB size** | Blitter time ∝ width × height × depth | Use smallest bounding box possible |
| **Collision detection** | O(n²) mask comparisons | Reduce `HitMask` to skip irrelevant pairs |
| **SortGList** | O(n log n) sort | Fast for < 50 objects |
| **Deep bitplanes** | Each additional plane = +1 blit per operation | 2-plane BOBs on 4-plane playfield via `PlanePick` |
| **Word alignment** | Non-word-aligned X positions require shifting | Costs extra DMA cycle per shifted blit |
| **Chip RAM bandwidth** | Bitplane DMA + sprite DMA + blitter compete | Profile with DMA timeline; consider nasty mode |
### Reducing BOB Cost with PlanePick
```c
/* Draw a 2-color BOB on a 4-bitplane display: */
myVS.Depth = 1; /* BOB image is only 1 plane */
myVS.PlanePick = 0x01; /* render into plane 0 only */
myVS.PlaneOnOff = 0x00; /* planes 1-3 get 0 (transparent) */
/* This reduces blitter work by 4× compared to a full 4-plane BOB! */
```
---
## Common Pitfalls
| Pitfall | Symptom | Fix |
|---|---|---|
| Data not in Chip RAM | BOB invisible or garbage pixels | `AllocMem(size, MEMF_CHIP)` for all image/mask/save buffers |
| SaveBuffer too small | Memory corruption, random crashes | Include +1 word width for alignment overflow |
| Missing `WaitTOF()` | Tearing — half old frame, half new | Always sync to VBlank after `DrawGList()` |
| Forgetting `InitMasks()` | No collision detection works | Call `InitMasks()` after setting up `ImageData` |
| `RemBob` without `DrawGList` | BOB ghost remains on screen | Use `RemIBob()` for immediate removal, or call `DrawGList()` after `RemBob()` |
| Not clearing `GelsInfo` | Stale pointers → crash | `memset` all GEL structures before `InitGels()` |
| AnimComp ring not closed | `Animate()` follows NULL pointer → crash | Ensure `NextSeq`/`PrevSeq` form a complete ring |
| Modifying BOB image without `InitMasks` | Collision mask doesn't match new image | Re-call `InitMasks()` when changing `ImageData` |
---
## API Quick Reference
| Function | Description |
|---|---|
| `InitGels(head, tail, gi)` | Initialise GEL list with sentinel VSprites |
| `AddVSprite(vs, rp)` | Add a VSprite to the GEL list |
| `AddBob(bob, rp)` | Add a BOB (and its backing VSprite) |
| `AddAnimOb(ao, head, rp)` | Add an AnimOb and all its components |
| `SortGList(rp)` | Sort GEL list by Y position |
| `DrawGList(rp, vp)` | Render all GELs (restore → save → draw) |
| `DoCollision(rp)` | Run collision detection on all GELs |
| `Animate(headPtr, rp)` | Advance AnimOb clocks, sequence frames |
| `RemVSprite(vs)` | Remove a VSprite from the list |
| `RemBob(bob)` | Mark BOB for deferred removal |
| `RemIBob(bob, rp, vp)` | Immediately remove BOB and restore background |
| `InitMasks(vs)` | Generate collision mask from `ImageData` |
| `SetCollision(type, fn, gi)` | Install collision handler for a mask bit |
| `GetGBuffers(ac, rp, db)` | Allocate all buffers for an AnimComp |
| `FreeGBuffers(ac, rp, db)` | Free buffers allocated by `GetGBuffers()` |
| `WaitTOF()` | Wait for next vertical blank (frame sync) |
---
## References
- NDK39: `graphics/gels.h`, `graphics/gelsinternal.h`
- ADCD 2.1: `InitGels`, `AddVSprite`, `AddBob`, `SortGList`, `DrawGList`
- *Amiga ROM Kernel Reference Manual: Libraries* — GELs chapter
- NDK39: `graphics/gels.h`, `graphics/gelsinternal.h`, `graphics/collide.h`
- ADCD 2.1: `InitGels`, `AddVSprite`, `AddBob`, `AddAnimOb`, `SortGList`, `DrawGList`, `DoCollision`, `Animate`
- *Amiga ROM Kernel Reference Manual: Libraries* — Chapter 28: GELs (BOBs, VSprites, AnimObs)
- *Amiga ROM Kernel Reference Manual: Libraries* — Chapter 29: Animation (AnimOb/AnimComp sequencing)
- See also: [blitter_programming.md](blitter_programming.md) — Blitter minterm and cookie-cut details
- See also: [sprites.md](sprites.md) — Hardware sprite DMA, multiplexing, and priority
- See also: [copper_programming.md](copper_programming.md) — Copper-driven sprite pointer management
- See also: [rastport.md](rastport.md) — RastPort drawing context used by GELs