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#21 | |
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The Vampire can use the copper on chunky displays and it can display both a planar and a chunky screen at the same time. Better ask Gunnar for details.
But the copper doesn't do playfields, all it does is to update hardware register contents at specific screen positions. The way you worded your statement seems to indicate you haven't fully understood what the copper does, just mentioning. Quote:
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#22 | |||
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#23 | |
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#24 | ||
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#25 | ||
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Because on PC, for a very long time, you couldn't really do that, and the moment you Alt-Tabbed, that was it for great majority of games. I have been implementing the memory pools under DirectX, so I recall what kind of mess that was - hunting down that last vertex or index buffer that had to be reloaded upon AltTab... Quote:
So, if I interpret that correctly, under emulator, and only until I get a real Vampire (then the testing will be easier), as long as I keep running just my game, OS shouldn't really have the need to kill my pointer. Cool ! |
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#26 | |||
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![]() But, regardless of whether playfields can be used to avoid the 2*20 = 40 MB bandwidth hit, or if it's some other feature, as long as I don't have to pay that bandwidth price, I'm good. Quote:
Personally, I'd rather spend it on some effect, or more sprites (say, for an OutRun), honestly. But, as you say, there are things like PIP or the Vampire's ability to display both planar&chunky, so hopefully we can completely avoid any bandwidth hit on something as simple as a 2D background plane. |
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#27 | |
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All I need is ONE chunky screen mode for my experimenting and porting the codebase from Jaguar. Later down the road, yes I will implement choice of resolutions, but there's no way I'm deploying hundreds of builds to emulator every day and choosing the resolution. Every.Single.Time. That would be completely ridiculous ![]() |
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#28 | |
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![]() Is there any other common scenario when the OS would have to reshuffle the screens, even if my game is still in focus ? I think I have a workable compromise here - all these OS features could be implemented in the Kickstarter tier style - if there will be more pre-orders, I can then go and spend 3-6 months babysitting the bloody OS and catching every brick it randomly throws into my code in the hopes it successfully destroys it ![]() |
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#29 |
Lemon. / Core Design
Join Date: Mar 2016
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Can this thread be moved out to the correct forum ???
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#30 | |
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#31 |
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#32 |
Lemon. / Core Design
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Coders. Asm / Hardware
Program the Classic Amiga chipsets and 68000 family CPUs directly, using Assembler |
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#33 | |
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![]() I'm currently learning 68k assembler and for someone like me who struggles with simple decimal math, it's a steep learning curve but enjoyable nevertheless. Since Commodore never made an '060 Amiga, I'm not hung up over whichever third party accelerator uses an ASIC or FPGA to reach or surpass that performance. I'd hate to think 68k can't ever progress beyond Motorola's bygone chips. |
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#34 |
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#35 | ||
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For CGfx, the answer may be a bit different. I do not know the system well enough, but I believe a second point where reshuffling may happen may be during screen dragging. I'm not clear how CGfx does this, but probably just by moving the display memory manually (i.e. a "drag" is a "big memory move"). Thus, if the user drags the screen, the memory is moved. One way or another: If you don't lock the bitmap, your application dies. A couple of bad SDL (simple direct media library) ports for the amiga caused trouble this way: They open a screen, then lock the bitmap once to get the pointers, then unlock the bitmap again, and then let the user play with this pointer. This is incorrect as the pointer is, at this stage, already no longer valid. As soon as a user then moved the screen, or rearranged screens, the application dies away. Quote:
From that point on, you *may* get away drawing directly on the chunky bitmap, well knowing that any activity the user may want to try on the screen may now freeze the system. For example, if the user now attempts t switch screens, the system freezes because your application still holds the bitmap locks, and the task that does the switching is the "input.device" task, executing some code of intuition, that executes some code of the rtg.library. |
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#36 |
Lemon. / Core Design
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