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Old 26 February 2016, 13:22   #61
grond
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The custom chipset as well as RTG form part of SAGA. So right now there already is a part of SAGA implemented in the public version of the apollo core.

However, SAGA will be more than just AGA+RTG. As already pointed out the hardware registers for controlling the RTG part are mapped in the same address range as the amiga hardware registers. So chunky modes could be controlled by the copper (or a new copper) just like the planar modes. This is where SAGA begins to offer something more than just AGA+RTG. There are many ideas for additions to AGA such as a HAM10 or a 10-bitplane EHB mode. In any case AGA compatibility should be a first objective before new features are added. But, for example, when you design the bitplane DMA mechanism, it doesn't mean more complexity to fetch a maximum of 10 bitplanes instead of 8. So you could just prepare everything for 10 bitplanes even when you haven't implemented any sprite engine yet and so on. So sometimes it may make sense to add new features even though you haven't achieved 100% compatibility with what's there already because the new feature is basically available for free.
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Old 26 February 2016, 21:06   #62
pandy71
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See no added value in such things like HAM10 nowadays (as it can be simulated in software and just unrolled to hicolor/truecolor buffer by blitter for example) - instead of this it will be better to provide some hardware assisted decompression (video/audio), color space conversion (programmable coefficients in matrix so for example RGB can be converted to YCoCg or YCbCr and vice versa), resizer with programmable up/down scaling.
Copper is nice thing but i would add conditional jump, some ALU so it should be capable to perform also simple operation on data - perhaps to avoid blocking bus some local (cache like) buffer for Copper list (HW loop capabilities etc) - maybe combined Copper with Blitter.

Probably most important HW is good emulation for ICS/OCS/ECS/AGA and overlying such video on top of RTG screen (independent plane with own priority and perhaps alpha to control transparency).
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Old 26 February 2016, 22:00   #63
eXeler0
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Quote:
Originally Posted by pandy71 View Post

Probably most important HW is good emulation for ICS/OCS/ECS/AGA and overlying such video on top of RTG screen (independent plane with own priority and perhaps alpha to control transparency).
Now that sounded interesting.. So basically you dump the AGA frame buffer to a "texture" with 8-bit alpha rendered in chunky mode. With some added 3d support that would open up some funky possibilities... 😆
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Old 26 February 2016, 23:30   #64
fpgaarcade
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Originally Posted by jbenam View Post
I remember being really excited when seeing that 6 years ago (wow!) and I just thought how I couldn't wait to get my hands on one of those...

Well, turns out it was just "two more weeks" like almost everything in the Amiga world

Kudos to the Apollo Team for ACTUALLY delivering something!
It did take a little longer than expected. All done now and shipping.
www.fpgaarcade.com

48M XRAM is mapped as Chip. All the chipset DMA pointers have been extended to allow 64M addressing - the OSD has an option to enable these extra bits. The two way CPU Cache has full snoop so no problems with chipset access. The RTG can utilize XRAM or normal Fast/Chip RAM.

/MikeJ
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Old 27 February 2016, 20:17   #65
pandy71
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Now that sounded interesting.. So basically you dump the AGA frame buffer to a "texture" with 8-bit alpha rendered in chunky mode. With some added 3d support that would open up some funky possibilities... 😆
Most important - it will provide full HW compatibility and at the same time RTG capabilities - as such smooth transition from Legacy to New Amiga.

I think this can save Commodore from fall - switching at proper moment from custom chips to industry standards.
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