[← Home](../README.md) · [Graphics](README.md) # Animation — GEL System: BOBs, VSprites, AnimObs ## Overview 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 composer** — a concept that wouldn't become mainstream until GPU-accelerated window managers appeared 20 years later ([Quartz Composer](https://developer.apple.com/documentation/quartz/quartz-composer), 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 | --- ## 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 | 16–32 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; /* GEL list links (managed by system) */ struct VSprite *PrevVSprite; 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 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; /* 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; /* REQUIRED — provides position & collision */ struct AnimComp *BobComp; /* non-NULL if part of an AnimOb */ struct DBufPacket *DBuffer; /* double-buffer packet (or NULL) */ }; ``` ### Object Relationships ``` 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 /* 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; bob->SaveBuffer = AllocMem(saveSize, MEMF_CHIP | MEMF_CLEAR); ``` ## GEL System Initialization and Render Loop The GEL system requires explicit initialization before use. The core lifecycle is: **init → add objects → sort → draw → sync → repeat → cleanup**. ### Initialization ```c #include #include 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); 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; /* linked list of AnimObs */ struct AnimOb *PrevOb; 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 #include #include #include #include #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 15–20 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)` | Initialize 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`, `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 - See also: [memory_types.md](../01_hardware/common/memory_types.md) — BOB/VSprite data must reside in Chip RAM