No Man's Sky as a Commodore Amiga slideshow
by Rob Beschizza from on (#3JCAZ)
No Man's Sky is a beautiful game of interstellar exploration: something about its epic psychedelic wonder stays with you even after you've internalized its procedural patterns. Blake Patterson wanted to see how well a classic Amiga 1000 would render some of its scenery. Granted, an Amiga isn't going to counting frames by the second, but it was the first machine to offer thousands of colors on-screen at once and its peculiar pallete trickery gives NMS an even weirder look.
Investigating a reasonable way to convert the images, I discovered a fairly amazing Java-based application known, colorfully, as "ham_converter" which uses extremely optimized algorithms to get the most out of the Amiga's bizarre HAM mode. The results, rendered in a 320i-400 pixel interlace (and a 4:3 aspect ratio), are well beyond the quality that I recall seeing my Amiga 2000 generate with early, basic HAM converter programs, rendering MCGA images to the screen in HAM mode back in the early '90s. In fact, they are so good that their shockingly high quality takes a bit of the "retro" out of this post; the images look a little too good! And, just to let you know this wasn't just a click-and-drag process, the systems involved in the conversion were: a gaming PC [specs] able to run the Java app, an iMac [specs] not able to run the Java app (apparently) but also running an FTP server, an accelerated Amiga 2000 [specs] with a LAN connection and a floppy drive (and an FTP client), and the Amiga 1000 [specs] with a floppy drive, SCSI hard drives, and no LAN connection. Getting data to and fro was " involved.
In the future, all viewscreens on starships visiting other worlds should be limited to what Hold-And-Modify screen mode could render in 1985.