04 November 2016, 20:20 | #81 | |
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Great statement - i will be happy to see such converter and viewer. |
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04 November 2016, 21:45 | #82 |
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no, for ST: http://www.atari-forum.com/viewtopic...l+slug#p221071
it is only scrolling graphics without gameplay! |
04 November 2016, 22:17 | #83 | |
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Well, it's hardly rocket science. |
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04 November 2016, 22:31 | #84 | ||
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... Pandy really have a point in this thread... it is something that I always repeat: ST programers are "better" since they "count" cycles to achieve something and they try really hard. another problem with Amiga users is attitude: "I mean, you make it sound like the Amiga technically couldn't achieve images like this, which is clearly wrong" (by britelite). It is narrative that repeats over and over... Amiga hardware is so superior that nobody can touch it (results: endless MegaDrive, SNES vs Amiga threads) but epilog is that results (demoscene products) on, so inferior, ST are really close to Amiga. Britelite even "cheat" in Eighteen just to show that Amiga (for uneducated users) can show more sprites than ST. so, yes, you could use DML converter for this... you should. Last edited by kovacm; 04 November 2016 at 22:45. |
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05 November 2016, 01:17 | #85 | |
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05 November 2016, 01:18 | #86 |
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I am 100% certain that accomplished Amiga developers do exactly the same.
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05 November 2016, 10:33 | #87 | ||
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If my memory doesn't betray me, the ST can do 3 full palette changes per scan line (= 48 colors). I see no reason why the Amiga wouldn't be able to use the exact same tricks. Quote:
The Atari is a really good school for 68k coding. |
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05 November 2016, 11:03 | #88 | ||
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My point isn't to say that Atari ST developers are not good (in any way!), my point is that there are great Amiga developers as well. And personally, I don't feel that the chipset advantages mean you can really afford to be lazy. A bad piece of code on the Amiga will also create a bad result - blitter/copper or no. |
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05 November 2016, 11:06 | #89 |
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Whether or not the CPU is faster than the copper doesn't really matter because of the limited chipset register bandwidth. I've written the color registers with a 50mhz 68030, and you're still limited to one color per 8 lowres pixels.
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05 November 2016, 11:37 | #90 | |||
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Personnally I've found the Amiga to be more difficult to code on, but more rewarding, than the Atari. Quote:
A 50mhz 68030 can access chipmem every 28 clocks or so. That's around 1.7 Mhz, i.e. 4 lowres, 8 hires, 16 shres pixels. This assumes, of course, that the cycles aren't used by anything else (like extra bitplanes). If the limit is one color per 8 lowres pix, then the assumption that chipmem and chipset have same timing becomes wrong... |
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05 November 2016, 14:14 | #91 |
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Yeah, I'm pretty sure. On Aga with double scan modes it's 16, I think.
I might be wrong, but it's pretty easy to verify. Just open a screen, and write $dff180 with alternating values in a loop. On a 68000 just unroll the loop. Shouldn't matter if you do it using an OS screen or a 'hit the hardware' screen. I thought that too, but it may indeed be incorrect. |
05 November 2016, 14:24 | #92 |
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Color Clock is 3.58MHz and you can feed maximum 7.16MB over RGA/D bus - this is internal chipset design limitation (all except AGA where tricks similar to DDR are used to increase overall bandwidth) - some cycles may be available for CPU.
Above valid for NTSC, PAL is marginally slower ((4.43*4)/5). And once again - problem is not in transfer speed (number of CLUT updates is identical on ST and Amiga as both systems suffer from same memory bandwidth limitations) but in quality of algorithms for color quantization and error distribution - on 2 bitplanes ST/STe is able to beat Amiga with 4 bitplanes and PCHG (as Dynamic Hires use CPU so it is more close to ST). It is easy to verify - best Amiga graphic converter capable to do dynamic CLUT updates - HAMLab - is incapable to deliver same quality (perceived by observer) as http://www.leonik.net/dml/sec_pcs.py tool - we talking about lack of visible horizontal stripes (obvious problem with overloading CLUT changes - suboptimal color selection). This is clearly visible on mentioned already 'elevation by The Electronic Knights' - those pictures are special class pictures very well suited to use Dynamic CLUT techniques (quite well balanced, plenty of luminance details but overall chrominance is very averaged - some contrasting chrominance is also well concentrated but at the same time not to diversified - all this lead to relatively small variance in color histogram, also color changes in vertical direction are almost penalty free). |
09 November 2016, 20:26 | #93 |
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Some things to consider about improving the number of shades per colour channel.
Spectrum 512 images (Atari ST): Spectrum 4k images (Atari STE): Spectrum 29k images (Atari STE enhanced): So there's clearly a difference viewing images with the flicker technique. You should have a look at them for sure. |
10 November 2016, 09:42 | #94 |
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Images shown here don't flicker, but look more pixelated than on original screens. This applies for both Atari and Amiga images - HAM artifacts are less visible on CBM monitors because the relative big dot size makes some kind of natural antialias effect. Besides, video D/A characteristics aren't the same either.
So i'm not sure the comparisons are very meaningful (unless directly taking high quality photos of the screens themselves, of course). |
21 November 2016, 22:24 | #95 |
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22 November 2016, 10:24 | #96 | |
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