07 January 2021, 23:19 | #121 | |||
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I meant horizontal of course (don't know why I mix those two up all the time ...) Quote:
On the other hand you would free Agnus-DMA-stots for 8 more sprites... and you could use FastRAM for audio-data Quote:
I am very well aware of the RAM roundtrip times back then Faster and wider RAM would have been helpful in later Amiga models and would have made transition to HD-floppy-drives and more audio-channels easier, that would have been a nice side effect from a DMAC-Paula-combination. But I am talking here about the original design from 85 - even there it would have made more sense to separate the video-dma from audio and IO Last edited by Gorf; 07 January 2021 at 23:59. |
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08 January 2021, 00:10 | #122 | |
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It would, but it would have required another DMA controller (despite Agnus, which is the DMA controller now), or a more flexible slot assignment for Angus. I afraid the bus timing with Agnus was already at the edge of possibilities back then. The goal with the fixed slots was probably to keep the design as simple as possible and to avoid any complex arbitration logic besides that for the blitter. Paula should have really received an upgade for AGA. Double bandwidth was available, so HD floppy support would have been possible, and 16-bit sound or 44kHz sound (CD-quality) would have been possible. The logic is pretty similar to that of the ANTIC, the look-alike chip of Agnus in the 8-bit Ataris. It also had a fixed DMA raster for multiple DMA sources. "Bitplane" aka "playfield DMA", "sprite" aka "Player/Missle DMA", "Display list DMA" (related to the copper), and memory refresh, all at fixed raster cycles. Thus, in a sense, Agnus is an upgraded "super-ANTIC", which now also did floppy and sound DMA. |
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08 January 2021, 00:32 | #123 |
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Well that is what I said here all along and why I mentioned the CBM 8727 DMA or the DAMC in the A590 - that should have been combined with Paula and CIAs
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08 January 2021, 05:02 | #124 | |||
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Commodore tried to make a chipset with all the things being talked about, but failed. It was just too much change at once with too many things to go wrong. So they reset and went for a safer incremental change that was more reliable. If they had done this in the first place instead of setting their sights too high, we would have had AGA sooner and Commodore could have made a lot more money. Then they might have had enough behind them to produce a real next generation machine. Paula sound is great if you work within its limitations and don't try to make it something it isn't. Sometimes that means accepting that you can't have everything you want. But if Paula had 8 channels of 44kHz stereo sound, would it be that much better? I listen to PC music and most of it sounds like it was composed on an Adlib card - no artistic expression because the media doesn't encourage it. There has always been a tradition in the Amiga community of saying 'look how wonderful our machine is', then in the next breath 'but it should have been so much more' - followed by wish lists not grounded in reality. Familiarity breeds contempt? |
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08 January 2021, 10:56 | #125 |
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08 January 2021, 12:07 | #126 |
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If you would upgrade Paula audio and hear the demands then you would go 16 bit, 44kHz and at least 16 channels with free panning. That is what musicians needed as minimum in the '90 and game developers would also like. Later they would demand VST. With powerful enough hardware this would fixed the audio part at that time. Instead there was no upgrade.
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08 January 2021, 12:46 | #127 |
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While we can't please demanding professional audio consumers we still can address certain problems known for years from 8-bit computers, and later continued with A500. Even 6 channels Paula still would be improvement for games. With 3 channels you can create reasonable game soundtrack without resorting to some dubious tricks and you still have the other 3 left to address events in a game. I would even prefer more 4-bit sound channels for sound effects instead less but 8-bit ones. And yet we were left with games like Lotus where is no music during game at all or you can have music from the radio but without sound effects like in Lotus 3.
I'm not an expert but Paula's 4 hard-panned voices suggest that games wasn't taken into account during design. It was rather some video purposes where you can stream 2 stereo tracks and x-fade between them. |
08 January 2021, 15:17 | #128 |
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Well, I suppose the Amiga designers could have dedicated more slots to audio than they did. That would have allowed more channels or more bits per channel. With the standard Amiga setup, these extra slots are actually available in the horizontal blanking interval (though not at the start but rather at the end of the rasterline).
Of course, nothing is free so assigning those slots would've meant less maximum overscan and slightly more DMA contention. |
08 January 2021, 15:17 | #129 | |||
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Would it be a game changer? No. But was AGA a game changer? Neither. The problem was not that the change wasn't right, it was just too late. If, instead of ECS, it would have been AGA at the time ECS became available - that would have been right. |
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08 January 2021, 15:20 | #130 | |
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My guess is that there was no particular reason for four voices except that the predicessor of PAULA, POKEY namely, had four, and it worked well enough for its users, so there was no need to change. Atari had 4 players, 4 missles, 4 voices, and 4 joystick ports (at least the original machine), so you see where this was targetted at: at most 4 people playing together. Now, 4 sprites would have been too small (and turned out to be too small on the 8-bits), so that was changed. But the 4 voices worked well enough. |
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08 January 2021, 16:04 | #131 |
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Yeah, this might be the case. And also in the 1984-85 they could not consider music as immanent part of games so there was no pressure on that. C64 games of 1984 had very limited music
[ Show youtube player ] But in the 1990 it was hard to consider a game release as complete without soundtrack so there was no excuse for not extending Paula voices, even if they had to stay 8-bit. Amiga games were hitting hard 4 channels ceiling while being far below it's sample frequency limit. The latter was limited by disk space and chip memory in the first place, but not by the Paula yet. |
08 January 2021, 21:01 | #132 |
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In theory there is simple workaround for mentioned bus timing limitation - using invisible video lines time to transfer (in bursts / bulk) Audio data (and store it internally in Paula in some kind of FIFO) - it was doable even in Amiga beginning - of course at a cost of CPU time but still HW wise (for example this feature can be available side to regular Audio cycles as for example additional Audio voices independent from already present 4 channels) - 8 - 16 lines would give 48000Hz sample rate. This could be still added to Amiga by using video lines (albeit less efficient than using data bus) - in theory with 16:9 video Amiga have plenty of bandwidth to create 48kHz 16 bit stereo audio even today. Another lost opportunity that could be nicely integrated without significant change to primary architecture.
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08 January 2021, 21:22 | #133 |
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I mean, you can say anything was possible in retrospect if you don't mind completely reinventing the broader cultural/technological context of the time as compared to, y'know, actual history. 16:9 video? Sure, why not. Definitely suited to the 12"-15" 4:3 CRTs people were actually using in 1990. That's why pan-'n-scan never caught on and letterboxing was never necessary for home video releases targeted at cinephiles, right?
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08 January 2021, 21:49 | #134 | |
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The idea with using the video lines is interesting for some add-on hardware with today's technology. If I understand correctly, a kind of Graffiti expansion that gets its data from the digital video pins during pseudo-vblank (display data is still being sent but the add-on blanks the screen and fills the audio buffer)? Could be nice, especially if combined with some kind of Graffiti-like c2p hardware and maybe some DSP for sample compression + playback engine. Latency could be a bit high, bbut sufficient for music replay and game sound effects. But ofc probably almost no one would use it, as no one used the Graffiti. |
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09 January 2021, 08:16 | #135 | |||||
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Mind you, Commodore weren't the only ones who wasted a lot of time and money on failed projects. It's just that Intel and IBM (to name two) had enough resources to burn that they could get away with it. Quote:
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About Those Trident VGAs… Quote:
Crappy cards, sold dirt cheap - and customers were none the wiser. In the 10 years that I sold PCs in my shop (1991 to 2000), very few customers cared about the actual performance of the VGA card, or the sound card, or even the CPU (386SX? That must be better than a 386DX, right?). Quote:
But all this is just idle speculation. The fact is that in reality none of it was possible. Commodore was already having trouble just getting the A1000 finished, and during all that time crappy PCs were swamping the market. It's a miracle that they managed to produce what they did. |
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09 January 2021, 09:13 | #136 | |||
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I recently made an expansion for the Mattel Aquarius that included an AY-3-8910, and I have collected a large number of 'PT3' music tracks for it. I first tried out this chip in the early 1980's and was not impressed with its performance - but I am no musician. Some of the music that has been produced for it is amazing! Only 3 channels and no panning though... Quote:
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09 January 2021, 11:13 | #137 | |
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Additionally, the drum track very often uses samples at constant pitch, and that's rather easy and efficient to mix with SFX. Roondar showed some mixer code that takes just about 4% CPU load to mix two channels on an A500, at a sample rate (11 kHz) that's sufficient for drums and SFX. So that could have been done, too. Last edited by chb; 09 January 2021 at 12:02. |
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09 January 2021, 11:37 | #138 |
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09 January 2021, 12:20 | #139 | |
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And I agree, the ZX Spectrum sound is another interesting particularity. So much personality. This is what made those years so great for those who had the opportunity to live in this context. The limitations made the Amiga sound beautiful. It's enough good to be listened for a long time, which can't be say for the ST sound, and enough limited to create a particular experience. It's brilliant. |
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09 January 2021, 21:27 | #140 | ||
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TI has neat PRU co-processors that can be used for such HW/SW activity (BeagleBone) - it can even emulate for example 68k so act as alternative to FPGA Amiga accelerators. https://www.embeddedrelated.com/showarticle/586.php |
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