11 September 2014, 20:46 | #481 |
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Not to mention that for 3D you might be able to combine normal blitter fills with sprite+copper fills on 16 color screens (fill edges with sprites for eight pixel boundaries, blitter can be used here, too, use the copper for the rest, and what can't be filled that way is filled with the blitter... or something like that). Maybe
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11 September 2014, 20:50 | #482 |
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11 September 2014, 22:47 | #483 | ||
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Quote:
I count one longword write, and four word writes per copy of a horizontal line, assuming all other registers have been initialized beforehand and that the frame buffer and source lines don't cross 128K boundaries -- one longword write is for the masks on the source A which points to the stored horizontal line, three word writes for the lower 16 bits of each of three pointers, and one word for the size which starts the blit. Such a copy would use DMA channels BCD. That would take between 8 CPU cycles per word in the best case (during overscan and blanking) and 16 CPU cycles per word in the worst case (during display, sprite, refresh, disk, or audio DMA). Quote:
Suppose code includes many MULSs and DIVSs (a 3d game with filled polys, for example). Those instructions spend most of their time processing internally. The extra cycles taken for the display would only modestly slow down those instructions because display DMA fetch can occur at the same time the instruction is running. |
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11 September 2014, 23:17 | #484 | |
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Classic case - mouse pointer - how many CPU cycles are used on ST to simply simulate HW sprite? Everyone calculate CPU cycles but we can't ignore OS overhead or typical functionality required by GUI. |
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11 September 2014, 23:29 | #485 | ||
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Regarding blitter, I read somewhere here about 450 cycle initialization for blitter line routine, and I was curious how it looks in case of copy data initialization. That initialization (five longwords and four words) looks pretty good. Quote:
good point. At the beginning I had an idea to compare only pure hardware with OS switched off. Now I'll try to compare also performance under OS under different video modes. Unfortunately I have no idea yet, how to change video mode in a clear, OS compatibly way. Can you advise me with links to AmigaOS for dummies? Last edited by Cyprian; 11 September 2014 at 23:48. |
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11 September 2014, 23:46 | #486 | |
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I think the 450 cycle initialization is for arbitrary lines and includes computation of deltas (which has to be done for a software-only line draw, too). Of course the key to maximum speed is getting the blitter to run at the same time as the CPU. With line draw deltas and other values can be computed by the CPU while the line is being drawn by the blitter (er, I mean many of those calcs can be done while the line is drawn by the blitter with little slow down). Last edited by mc6809e; 12 September 2014 at 01:37. |
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12 September 2014, 09:44 | #487 |
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The most beautifull games are on amiga, teh atari st couldn't achieve this games and that's all in 3d games the atari wins ok but the amiga version is very close. But a game is programmed on amiga it blows the atari st away.
And if somone say that is not true, he's just trolling. I had an atari st in prior but i changed very fastly for an amiga, it was clear that the atari st couldn't achieve what i saw on amiga. |
12 September 2014, 10:01 | #488 |
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Extensor is fast and smooth on both machines http://hol.abime.net/2899 Main problem is turning llike in old RPG games.
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15 September 2014, 16:00 | #489 | ||
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Quote:
System overhead can be very difficult as user behavior will be not repeatable. And sorry - i never coded under Amiga OS. |
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15 September 2014, 23:30 | #490 |
CaptainM68K-SPS France
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The ST is computer you need to code all in software since the main CPU drives everything and handles everything. The amiga is not an ST, it's a multimedia computer, with hardware acceleration abilities. Not using them is non sense, and not conform to what the amiga was made for.
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22 December 2014, 16:09 | #491 |
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Here's another side by side comparison for your viewing pleasure, this time Lemmings.
[ Show youtube player ] |
24 December 2014, 01:19 | #492 |
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Quite surprised with this comparison, seems the ST version comes out on top, surprisingly the sound seems better on ST too.
Vroom. [ Show youtube player ] |
24 December 2014, 01:23 | #493 |
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24 December 2014, 01:26 | #494 |
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thanks for videos
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24 December 2014, 01:29 | #495 |
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You're welcome, it's quite fun going back and playing these again, even if I have to play with the video capture lag
Yup, prefer the sound on the Atari version. @s2325. Oh and thanks for subbing, returned in kind. Last edited by lordofchaos; 24 December 2014 at 01:39. |
24 December 2014, 02:19 | #496 |
CaptainM68K-SPS France
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Well not exactly : first, the amiga version is faster than the ST version (what a surprise ahah ), and the sound is NOT better on ST.
The lankhor guys have not removed the sound filter on amiga ! It needs to be patched to get the title sound as good as the ST version |
24 December 2014, 02:24 | #497 |
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13 May 2016, 19:44 | #498 |
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I think Action Service for Atari ST
[ Show youtube player ] have better music than for Amiga https://youtu.be/Pia4NOJVgMo?t=48
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