18 July 2017, 18:01 | #221 | |
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Generally though you only really get parallelism on the last bit plane of a bob. If you're doing a load of blits in sequence you have to serialise access to the blitter. The rest of the time you're waiting on the blitter. Polling the blitter's status is a chip ram bus access btw. If you want true parallelism you either: a) use interleaved bitplanes which limits the vertical size of your bob and costs you duplicate mask data (ouch) b) Use an interrupt restart and suck up the cost of the interrupt handler (ouch) c) Limit it to one VBL, use the blitter finished disable bit and do it via the copper. Many slots usable for the blitter typically get consumed by higher priority DMA. Bitplanes, copper, audio (!) and sprites all steal cycles usable by the Amiga blitter. I'd rather have a true bus master blitter which can access everything. I'd prefer that even if it only uses 68k bus cycles. That way system fonts can be blitted from ROM, workbench background pictures don't consume any precious chip memory and bitmap fonts can be rendered from fast RAM. Swings and roundabouts.... Last edited by frank_b; 18 July 2017 at 18:15. |
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18 July 2017, 18:01 | #222 |
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Sounds to me like the true Amiga solution is a lot of talking and a lot less doing.
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18 July 2017, 18:08 | #223 | |
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Anima's method on the STe doesn't mask at all. It's a line by line copy taking advantage of the intelligent end masks. It's 8 cycles best case and 12 cycles worst case per word. That's the same speed as the best case on the Amiga and it's considerably faster than the worst case when there's competing DMA activity. That's before you take into account the 11% faster clock speed. There's blitter restart overhead on the Ste but it still probably runs about 50% faster than the brute force method I used in my ST blitter intro. |
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18 July 2017, 18:12 | #224 | |||||||||
CaptainM68K-SPS France
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Its sprite list is 561 bytes if i refer to my notes (i gathered it inside the program.) The most complicated sprite i think to move is the zombi worm rising from the ground in level 1. It's a linked sprites made of many tiles, with inside each the tiles changing to make the player believe it's piece per piece animated. That must be really processing intensive. Quote:
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18 July 2017, 18:13 | #225 |
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18 July 2017, 18:17 | #226 |
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18 July 2017, 18:22 | #227 |
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18 July 2017, 19:08 | #228 | |
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EDIT: reading few last post, I conclude that only coders should have right to write in this thread and we non-coders, should only ask question or two, for them to clarified their writings. Last edited by kovacm; 18 July 2017 at 19:18. |
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18 July 2017, 19:32 | #229 |
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18 July 2017, 19:40 | #230 |
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The opinion of the original designers was that it was more important to get it out the door.
I can't disagree with them, but it certainly would have been nice to have some nips and tucks in there (apart from how it screams for being 32-bit so you don't do half address writes). |
18 July 2017, 22:38 | #231 | |
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However, you need to add the flipped sprites/tiles to your memory calculation as well as some different coloured alternate reincarnations. This will increase your memory requirement by a good margin. |
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18 July 2017, 22:56 | #232 | ||||||
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Blitting seperate bitplanes is not the way to go if you want speed. Quote:
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Moreover, because you are blitting using the copper, the CPU needs only touch chipram to either write the relevant parts of the copperlist to update or to transfer GFX over from fastram. Meaning that the rest of the available DMA* can be used pretty much just for the blitter - instead of using 10-30% of the DMA time to run CPU instructions. *) Of course, deducting bitplane, sprite, etc DMA. In essence, such a method would give the 68000 all ~141000 cycles to use per frame for game logic and setting up the copperlists and give the blitter a bunch more cycles than it would normally have. Again, not exactly easy - but definitely possible and definitely much quicker than running code & blitter from chipmemory/slowmemory. Which is exactly why I lament the lack of fastram expansions for the most common Amiga. Quote:
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18 July 2017, 23:15 | #233 | |
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How much faster is your scan line renderer vs brute force masking? What's the cost for masking a single word? |
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18 July 2017, 23:19 | #234 | |
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BTW running code from fast RAM on a 4 bitplane screen is actually faster than using chip memory. Branches and shifts don't need to be aligned on 4 cycle boundaries. |
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19 July 2017, 00:40 | #235 | |
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The Powder way, if i remember good |
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19 July 2017, 05:32 | #236 | |
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With the huge 14MB memory requirement for all sprites at any time, I refuse to believe this can't be streamlined. Why hasn't anyobody played the arcade game through and written down what sprites appear at what stages of the game. I'm sure you only need to hold a few in memory for each level.
Like I have said several times earlier I'm sure the entire game could be run in 2MB of Chipram anyway if you only load the sprites into memory for that level. Quote:
EDIT - OK, now I see online some details. STE had simm slots on the motherboard for 30 pin simms. So what? My point is still that STE with fully populated RAM slots is modified. It is considered modified, therefore you must allow Amiga modified with RAM board, or the tracer cut on the motherboard to allow 2MB of chipram to be allowed. Most Amiga ram board required very little soldering anyway, and then once board was installed you could use SIMM's to change memory as much as you want with zero effort. 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. ST users were budget people and not much of them could afford 4MB in the 80's anyway. Yes, early 90's when the 30 pin simms started to get cheap maybe every die-hard STE owner who hadn't upgraded to Amiga or PC by then might have 4MB but it's not common configuration in "golden era" so you can't compare 4MB STE to 1MB A500 in these battles. Should be 4MB STE vs 4MB A500 with 2MB Chipram motherboard mod to be equal, oranges vs oranges comparison. And in that situation the Amiga will defeat the ST yet again. Last edited by Miggy4eva; 19 July 2017 at 05:34. Reason: Error for STE simm slots |
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19 July 2017, 05:49 | #237 | |
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19 July 2017, 05:55 | #238 | |
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19 July 2017, 06:26 | #239 | |
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19 July 2017, 10:27 | #240 |
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I remember reading the startup-sequence rant of Final Fight that the coder claimed to be doing flipping in real-time. I always wondered about that... Maybe he meant just vertical flipping which is easy and cheap, because I can't really see any good way to do horizontal flipping while blitting without it being really slow.
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