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Old 23 March 2024, 08:45   #161
ancalimon
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Quote:
Originally Posted by Lunda View Post
030 70MHz

Logic: 2B
Road BG: 5
Road FG: 1F
Tiles: 1E
Sprites: 591
C2P: 11A

Looking great! Pretty fast on 030 too.
What kind of monster cpu do you have?
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Old 23 March 2024, 09:15   #162
Lunda
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What kind of monster cpu do you have?
Read about it here: https://eab.abime.net/showthread.php?t=115241&nojs=1
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Old 23 March 2024, 18:42   #163
skyzoo73
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Test done on my 1200 with
Apollo 1240 turbo accelerator card (@25mhz) + 16 mega fastram

[ Show youtube player ]
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Old 23 March 2024, 18:57   #164
reassembler
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Quote:
Originally Posted by Lunda View Post
030 70MHz

Logic: 2B
Road BG: 5
Road FG: 1F
Tiles: 1E
Sprites: 591
C2P: 11A

Looking great! Pretty fast on 030 too.
Is your 030 overclocked? I thought they only went up to 50mhz!

Thanks everyone for testing on various configurations. Hopefully I can optimize things further as I start to integrate the remaining bits.
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Old 23 March 2024, 19:53   #165
CCRider
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Stats:

Logic 25
Road BG 4
Road FG 23
Tiles 2E/2F
Sprites 313
C2P 102

Vblanks 3

A1200, TF1260 50 MHz, 128 MB Fast RAM.
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Old 23 March 2024, 20:26   #166
dlfrsilver
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Can someone please post the full archive with the roms converted please ?

I have installed Python 3 for windows 7 32 bits and it doesn't work, i get an error message on the first rom to open....

Thanks !
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Old 23 March 2024, 20:30   #167
paraj
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Can someone please post the full archive with the roms converted please ?

I have installed Python 3 for windows 7 32 bits and it doesn't work, i get an error message on the first rom to open....

Thanks !
outrun.zip in the zone
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Old 23 March 2024, 22:00   #168
emiespo
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Yes, sprites are completely chunky based and everything is in fast ram. I don't even think my brain could handle 4-bitplane scaling sprites in planar mode. I suspect even if it could the added overhead of rotating/shifting data would soak up the savings of not using c2p. It's a shame the A1200 didn't ship with hardware c2p akin to the CD32. But I'm probably not the first person to mumble about Commodore's hardware decisions in their later years!
You're totally right about Commodore messing the Amiga, even the CD32 has a silly way of doing c2p (might have been nice if you could just fire a c2p conversion by flipping a bit and have it done in parallel via DMA...). The CPU has to copy all of the chunky buffer into Akiko (8 longwords at a time) and read it back converted. So Read/Write + Read/Write. Not really super-efficient, and only works with data-caches off. It helps a lot on a plain 020 (base CD32), it does very little on a 030@50, it slows down anything faster than that due to the double read/write cycle.

Ideally instead of Akiko, they'd have raised the chip-ram access speed (VRAM), added 4 channels to Paula, a 32 bit copper and Blitter *and* a native chunky mode...

Btw, great job!

I need to find someone selling an A1200 at a decent price, as my AGA machines do not support PiStorm atm
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Old 23 March 2024, 22:01   #169
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Thanks for the prepped Zip file, Paraj.

And, of course, thanks to reassembler for this - it looks really good so far!

With my ACA1230/56 I get these:

LOGIC - 3C/3D
ROAD BG - 7/8
ROAD FG - 34
TILES - 31/32
SPRITES - 704
C2P - 162

Some of the values fluctuate hence the reason for me sharing 2 values.

Also it doesn't always load. Sometimes I just get a red screen and nothing happens, F10 does not allow me to exit.

UPDATED - I also notice some intermittent graphic glitches during the demo and it seemed to eventually stop and lock up.

Last edited by vroom6sri; 23 March 2024 at 23:05.
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Old 23 March 2024, 22:07   #170
dlfrsilver
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Quote:
Originally Posted by paraj View Post
outrun.zip in the zone
Thanks !

Edit :

I have :

Logic 40
road BG 6/7
road FG 47-48
Tiles 29-32
Sprites 610
C2P 182

Vblank 5/6 on the most big and charged graphics element.

The speed is very good Reassembler.

Last edited by dlfrsilver; 23 March 2024 at 22:25.
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Old 24 March 2024, 00:43   #171
Dunny
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Originally Posted by vroom6sri View Post
it seemed to eventually stop and lock up.
Same here, after some minutes running unattended. Had to reboot.

Last edited by Dunny; 24 March 2024 at 00:54.
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Old 24 March 2024, 10:39   #172
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YESS! Something to test!
About the locks: I encountered freezes if I didn't stop Roadshow, but if the network was down --> no more freezes.

Here are my test results:

A1200 with Blizzard 1230 III
==================
Logic: 52
Road BG: 8
Road FG: 4A
Tiles: 46
Sprites: 831
C2P 185
VBlanks: 8
Subjective comment: on the brink of being playable
Capture: https://imgur.com/gallery/WQayoR1

CD32 with TerribleFire 030
================
Logic: 4C
Road BG: 8
Road FG: 41
Tiles: 3F
Sprites: 816
C2P 1EA
VBlanks: 8
Subjective comment: on the brink of being playable
Capture: https://imgur.com/a/lVpmXFL

A4000 with Cyberstorm 060
=================
Logic: 1F
Road BG: 4-5
Road FG: 2B-2C
Tiles: 3D-3E
Sprites: 2EE-2F0
C2P DA-DB
VBlanks: 3
Subjective comment: superb
Capture: https://imgur.com/gallery/DbwKqR7

Vampire v4 SA
=========
Logic: A
Road BG: 1
Road FG: 7
Tiles: 8
Sprites: 184
C2P 30
VBlanks: 1
Subjective comment: blazingly fast
Capture: https://imgur.com/gallery/EPXAAYU

A500mini 68020 FastestPossible, no JIT
========================
Logic: 39-3B
Road BG: 5-7
Road FG: 23-25
Tiles: 28-29
Sprites: AA8
C2P 24B
VBlanks: B
Subjective comment: on the brink of being playable
Capture: https://imgur.com/a/C9Zm7dF

A500mini 68020 FastestPossible, with JIT
=========================
Logic: 11
Road BG: 1-2
Road FG: 4
Tiles: 3
Sprites: 11E
C2P 15-16
VBlanks: 1
Subjective comment: blazingly fast
Capture: https://imgur.com/a/7p1aBzp

Thanks for the test binary, that was fun!
Cheers,
Michael
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Old 24 March 2024, 12:54   #173
Dunny
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YESS! Something to test!
About the locks: I encountered freezes if I didn't stop Roadshow, but if the network was down --> no more freezes.
Yeah I get the lock up (not always) and my Amiga has no networking capability at all, so it might not be that.
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Old 24 March 2024, 13:50   #174
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Yeah I have seen the lock-up myself. No doubt it's some sort of bad memory access. As it's not fully reproducible I didn't spend much time investigating it yet. But obviously it needs to be resolved.

Cool it ran on an A500 mini as I know nothing about those.

My desk is covered in an A500+ I was given (broken) which I'm trying to fix. Then I'll get back to coding.
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Old 24 March 2024, 14:21   #175
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There's some parts that get hit very badly on the frame rate. That on fsuae in a MacBook air
Otherwise it runs flawlessly, which can't be said the same on windows, on winuae it just shows the beige alternating color scheme, on fsuae it shows a gobled mess on top of it

Last edited by pixie; 24 March 2024 at 14:50.
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Old 24 March 2024, 15:21   #176
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WinUAE can log wrong memory accesses. Whdload can do that too.
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Old 24 March 2024, 19:20   #177
Bruce Abbott
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You're totally right about Commodore messing the Amiga... Ideally instead of Akiko, they'd have raised the chip-ram access speed (VRAM), added 4 channels to Paula, a 32 bit copper and Blitter *and* a native chunky mode...
Ideally the A1200 would have had AAA, but even with 15 engineers working on it they couldn't finish it in time. AGA was an incremental improvement on ECS that they did manage to produce before the market collapsed. I wouldn't say that was 'messing' the Amiga.

Having watched the tests on various setups I can say that lack of bandwidth and/or chunky mode is not the issue. This thing just needs a lot of CPU power.

On the A1200 with Blizzard 1230 III only 14% of the time is spent on c2p.

On the A4000 with Cyberstorm 060 c2p time increases to 20%, so the CPU is still spending 80% of its time doing the other stuff. If ChipRAM bandwidth was doubled it would speed up by a mere 11%.
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Old 25 March 2024, 02:34   #178
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Loving this thread, simply amazing work! So much fun to watch the project progress.

I'm not a coder, so please pardon a child speaking up in the room full of adults - but many 030 and fastRAM cards include a 68882 - does using the FPU offer any performance advantage? For all I now this might make no difference, and/or involve re-writing the whole project, so apologies if it's a stupid question, just curious...

Again, fabulous work!
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Old 25 March 2024, 07:04   #179
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This thread is now dangerously close to becoming a what if thread!
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Old 25 March 2024, 08:28   #180
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no a 68882 isn't going to help, it's not really 3D. Scalar power is required, not FPU

About low performance of AGA: that's the "feature" that makes it challenging. If it was too powerful, a lot of those games would already exist, or there would be a useable MAME and no point trying to shoehorn those games on Amiga.

(which leads me to the hot question: what's the point of trying that on vampire or pistorm? is that an improvement over MAME? that's an honest question, don't flame me)
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