31 October 2018, 13:03 | #601 | |
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Don’t be absurd. Thats not what I said. I’m trying to point out that other systems take a different approach and achieve different results in different ways. If you look at the Archie and say “there is no scrolling” then you’re simply applying “amiga thinking” somewhere it doesn’t work. I’m equally scathing of Archie people when they apply their thinking incorrectly to the Amiga. |
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31 October 2018, 13:08 | #602 |
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What is absurd is to say Amiga coders don't like to use their brains and stay happy.
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31 October 2018, 13:16 | #603 |
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31 October 2018, 15:22 | #604 | |||
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The ARM was fast for its time but not that fast, the CPU also have to mix music/sound effects, do collision checking, draw sprites etc. These are things even faster machines with hardware scrolling can struggle with. Quote:
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31 October 2018, 16:21 | #605 | |
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I'd guess the ARM2 at 8 MHz in the A3000 would need about one memory access per pixel for load, store and instruction fetch for an 8 bit screen (if you use ldm/stm and ANDing/ORing the bits that go to the next longword), probably a bit more. Then you need 320*256*50*4 = minimum 16 MB/s bandwidth, plus display DMA bandwidth (ca. 4MB/s), leaving only 20% of the very nice 25.6 MB/s total bandwidth the system has. Now add objects, music and game logic... And if you want to do parallax scrolling, it starts to look even more grim, even in 16 colors. I'm very sure that with CPU-only scrolling, you won't have a chance to do something like SOTB*, Jim Power, Mr Nutz or Agony on the Archie in 50 Hz. *yes, I'm aware of Zarchos' demo, impressive, but still a lot missing. |
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31 October 2018, 16:37 | #606 | ||
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Not as ludicrous as saying that scrolling was tough on the Archie. That’s just ignorant (not saying it was you). |
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31 October 2018, 17:10 | #607 | |
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Considering that the ARM was only running at 8MHz that seems to be impossible. It would have to average one byte per cycle, including instruction fetch overhead on a CPU with no cache. The Amiga had a much better system. Hardware horizontal scroll support that only required you to draw new data just before it scrolled on to screen. A typical game using 16x16 tiles only had to draw one new tile per frame for a 1 pixel/frame scroll. |
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31 October 2018, 17:13 | #608 | |
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I'm honestly rather confused at how you could've even come remotely close to the conclusion that I said that scrolling on the Archimedes was tough. Last edited by roondar; 31 October 2018 at 17:21. |
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31 October 2018, 17:19 | #609 | |
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The Archie wasn’t locked at 8bpp depth. You could have down to 1 or 2 bits per pixel. Also it wrote 32bits per cycle and the MEMC supports burst mode. So it was writing 4 bytes per word ( in a burst of 4 = 16 bytes in 4 clocks) . The overhead was LDM and STM which could read 14 words into the registers in one 32 bit instruction and write them back out in a single instruction l. Practically 12 was your limit though. So 2 instruction reads per 48 bytes transferred... Correct my maths if I’m wrong here. You vastly underestimated the bandwidth of the Archie. |
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31 October 2018, 17:20 | #610 | ||
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As for the ARM, the lesson here is: don't underestimate what you can do with that much raw bandwidth and a CPU that takes 1 or 2 cycles per instruction. Last edited by roondar; 31 October 2018 at 17:25. |
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31 October 2018, 17:22 | #611 | |
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You have my apologies then. |
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31 October 2018, 17:32 | #612 | |
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You might be able to combine c) with d) or b), but stm and ldm do not support shifts. That's why I'd say at least 4 memory accesses per longword (2 data + 2 inst), a bit more because of stm/ldm overhead, or a bit more than 5 if you cannot combine the shift with some other instruction. Last edited by chb; 31 October 2018 at 17:38. |
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31 October 2018, 17:35 | #613 |
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31 October 2018, 17:37 | #614 | |
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31 October 2018, 17:44 | #615 |
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If you ignore DMA and refresh cycles. I make that Archie could do approx 13Mb/sec with the CPU.
The raw speed is 8Mhz x 4 x 1/2 = is 16Mb/sec x 12/14. Challenge the maths please. 12 cycles out of 14 are transferring data when you use LDM/STM |
31 October 2018, 17:44 | #616 | |
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Edit: if your scrolling figures above are accurate (i.e. having 20% or so of the total left after display & scrolling), you should still be able to do a game without real issues. Twenty percent of 25.6MB/s is still 5.12 MB/sec, which compares rather favourably with the Amiga's bandwidth after display DMA*. And that is using 256 colour mode. The numbers get much better if choose fewer colours (say, 16 colours). *) For a four bitplane 320x256 scrolling screen the OCS Amiga chipset would have about 4.7MB/sec left after display DMA (or about 2.3MB/sec for the CPU) Last edited by roondar; 31 October 2018 at 17:57. |
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31 October 2018, 17:44 | #617 |
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31 October 2018, 18:01 | #618 | |
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31 October 2018, 18:18 | #619 |
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Unfortunately Frontier was never ported to the Archie. I did use the Tom Morten glFrontier code to try and get it working for ARM but the binary was too big to run on any Archie.
Unsure if this is indicative of the code denisity differences between ARM and 68000. Read into it what you want. |
31 October 2018, 21:31 | #620 | ||
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The others risc CPU,were way more expensive,and there was no risc CPU available for the mass . In a PC, the ARM2 was the fastest . Quote:
Last edited by touko; 31 October 2018 at 21:36. |
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