19 July 2017, 13:10 | #241 | ||
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,342
|
Quote:
You can't just cut traces and get 2 MB of chip RAM. Only a minority of Amigas have the required 8375 Agnus. And if inserting SIMMs into the motherboard is modified, then so is a trapdoor expansion for 1 MB of RAM. So the Amiga should enter the competition with 512 kB of chip RAM. 4MB STE isn't a "stock" STE, so to have equal, fair chance in a retro style battle of ports then A500 must be allowed to compete with RAM upgrade also. That is my point. Quote:
|
||
19 July 2017, 13:11 | #242 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,342
|
|
19 July 2017, 13:13 | #243 | |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,342
|
Quote:
However, it is acceptable if a beat'em up character takes more than one vbl to turn around, so you could say that it is real-time. |
|
19 July 2017, 13:38 | #244 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
|
Quote:
So first flip using the cpu, then blit+cookie-cut with the blitter. It's not exactly fast, but much more efficient than using the blitter alone, especially if you can afford the 64k for a word table. |
|
19 July 2017, 13:43 | #245 | |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
Quote:
Last edited by frank_b; 19 July 2017 at 15:11. |
|
19 July 2017, 13:45 | #246 |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
Only the 500 plus and the 600 can have two meg chip memory with ecs.
It requires an upgrade board in the trapdoor slot. Well the 3k does but it's not 500 class Last edited by frank_b; 19 July 2017 at 14:49. |
19 July 2017, 14:11 | #247 | |
CaptainM68K-SPS France
|
Quote:
so the 561 bytes i talked about, contains the left and right side, depending on the animation of the skeleton that has to take place. |
|
19 July 2017, 14:19 | #248 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
|
Quote:
Smudge mode seems to be cool, though. *by changing the start adress by one word + right-shift EDIT: And you'd need to change the word order at one of the passes, but that should be free - just use a negative destination modulo (-2) which will give a hflip + vflip (reverse complete word order for the bob), and correct the vflip by using a negative modulo when you blit to the bitmap. Oh, and for bobs that blitting to the screen with for cookie-cutting and shifting would be the fith step, but I guess that's not included in your calculation for the STe, too? Last edited by chb; 19 July 2017 at 14:41. |
|
19 July 2017, 14:50 | #249 | |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
Quote:
The advantage of the look up table is that you're not limited to one transformation. You can hflip and scale by 2x, 4x, 8x, 16x at the same time too Masking would indeed be a separate step. You need to use the shift to select which 4 bits of the source to look up and swap. The masks control which bits on the destination are mutable. You can use the smudge mode all sorts of cool ways. It can be used for colour expansion of a mono bitmap to a high colour screen for example. Useful for text blitting on palette less screens. |
|
19 July 2017, 16:09 | #250 | ||
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
|
Quote:
Quote:
|
||
19 July 2017, 16:45 | #251 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
I guess he was probably talking about vertical only flipping (some of the characters spin round and Haggar's piledriver move turns them upside down). Sometimes there are copies of the same character facing both ways on screen, so unless he flips as he blits them onto the screen there wouldn't be much to gain...
|
19 July 2017, 18:16 | #252 | |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
Quote:
When scaling the dest is going to be larger than the source. Here's the implementation and compiled atari binary. https://www.dropbox.com/s/gpdc18dm0v...CALER.zip?dl=0 The CPU routine was used initially to test the lookups and algorithm. It's interesting to compare the speed between the two. Hardware wins It's an elegant little chip. It's more useful in an art package than a game. Brush flipping and magnification is the main use case. Last edited by frank_b; 19 July 2017 at 18:35. |
|
20 July 2017, 12:02 | #253 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
I did a few experiments today, admittedly on my A4000/060, but it certainly seems like even a very small amount of fast RAM would really provide a massive boost for an unexpanded Amiga. With caches off the difference between running code from chip RAM and fast RAM is dramatic, especially when you have lots of DMA enabled.
My little test code could easily plot 2x as many dots to screen with code in fast RAM, without any optimization. |
20 July 2017, 12:10 | #254 |
Banned
Join Date: Jan 2012
Location: Serbia
Posts: 275
|
offtopic: I can not remember exactly but Amiga with e.g. 030 CPU for some reason can not use CPU cache? or I am completely wrong??
|
20 July 2017, 13:15 | #255 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,342
|
The CPU cache is used by default.
|
20 July 2017, 13:39 | #256 |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
|
20 July 2017, 14:03 | #257 |
Banned
Join Date: Jan 2012
Location: Serbia
Posts: 275
|
|
20 July 2017, 14:19 | #258 |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
User space programs can grab the blitter and use it directly. There's no single interface to it which can flush the cache. Safer to inhibit it. The individual computers accelerators allow you to switch it on though via a tuning parameter.
|
20 July 2017, 14:23 | #259 |
Banned
Join Date: Jan 2012
Location: Serbia
Posts: 275
|
Data in CPU data-cache and actual data in chip-memory could be different since Amiga custom chips can modify chip ram data without CPU.
This is the reason why it is safe (or needed) to disable CPU data cache on Amiga? And there is no way for chip ram to tell CPU to flush data cache? Did I understand correctly? |
20 July 2017, 15:12 | #260 | |
Registered User
Join Date: Jun 2008
Location: Boston USA
Posts: 466
|
Quote:
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Japanese Console/Computer RPG discussions | Retro-Nerd | Retrogaming General Discussion | 2 | 02 April 2009 01:32 |
Given the recent Scanlines discussions... | DamienD | request.UAE Wishlist | 26 | 26 April 2007 17:36 |
Wii Virtual Console / Xbox Live Arcade? | killergorilla | HOL suggestions and feedback | 2 | 06 March 2007 17:20 |
Landover's Amiga Arcade Conversion Contest | Frog | News | 1 | 28 January 2005 23:41 |
|
|