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#41 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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#42 |
Registered User
Join Date: Apr 2005
Location: digital hell, Germany, after 1984, but worse
Posts: 3,383
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No sorry, I don't know anything about QBlit or GameSmith. I just noticed that there is a QBSBlitPatch option in your FBlit configuration. But I have no knowledge about the details like you. I only learned how to configure FBlit for the icons on WB 3.1 or 3.5+. And it's doing a good job. Thanks for that tool!
![]() Last edited by PeterK; 10 March 2018 at 18:45. |
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#43 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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#44 | |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
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#45 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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#46 | |
Registered User
Join Date: Apr 2005
Location: digital hell, Germany, after 1984, but worse
Posts: 3,383
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#47 |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
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@Samurai Crow
Thanks for the idea, but I'm used to hack Amiga hardware directly with just asm and maybe C. Got some experience from past, so not starting from a clean table. @PeterK Yes, ok. It seems that AmigaOS would then need to be rewritten to use CPU and blitter at same time. |
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#48 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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Good because those are the only two languages that GameSmith supports. The copper support needs work but the CPU assisted blitting is handy! Since it's released from copyright, I should build it into some Aros drivers or something.
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#49 |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
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Yes ok, but I still think GameSmith doesn't offer what I'm looking for. After reading some Atari Forums, I became interested in how one could implement software sprites on Amiga, and that means drawing sprites as fast as possible with CPU without blitter assistance. They use e.g. sprite code generators on Atari ST and Falcon which is some precomputed m68k code optimized for each sprite. Then one can also use preshifted versions of sprites to avoid using expensive bitshifts when plotting graphics with CPU, but they do require some 16 times more memory for word alignment.
Bitfield instructions are another possibility for software sprites that I have looked into, and pretty much nobody has used these, and they certainly do work, but I haven't yet made some performance comparisons how fast these are vs other methods. |
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#50 | |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,650
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#51 |
Registered User
Join Date: Dec 2007
Location: Szczecin/Poland
Posts: 424
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Looks like FBlit has now two maintainers: http://leblogdecosmos.blogspot.hk/20...ibrary-11.html
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#52 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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Quote:
Edit: I see he got the source from the original author. We'll see if he sends a pull request. Unfortunately, changing the url to .com didn't put the post buttons in English and they were graphical so I couldn't read the French. Last edited by Samurai_Crow; 11 March 2018 at 15:02. |
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#53 |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
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Could you be more specific? The tests on my Blizzard IV board on an A1200 with a 68030/50 MHz and fast ram gives over 10 MB/sec with cpu + blitter performing straight copies into chip ram at same time. This is with bitplane DMA off. On a 640x480 screen with 4 colors the bandwidth is still a bit above 9,0 MB/sec.
Edit: ok, had some trouble checking my results, it does seem that above holds only for using blitter channel D, and disabling rest channels. So you get a clear operation only as the straight copy. Using channel A is usually free, but not in this case, as it eats more chip bandwidth and slows down CPU. With A = D copy the speed of CPU declines pretty much and the above does not hold what I wrote. Last edited by coder76; 11 March 2018 at 23:14. |
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#54 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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#55 |
Zone Friend
Join Date: Sep 2001
Location: Germany
Posts: 812
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#56 |
Supernormal
Join Date: Jul 2007
Location: Istanbul / Turkey
Age: 43
Posts: 1,416
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Is there an updated version we can download?
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#57 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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Updated? Updated to what? Are you running into problems?
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#58 |
Supernormal
Join Date: Jul 2007
Location: Istanbul / Turkey
Age: 43
Posts: 1,416
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#59 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,192
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Uh oh. I haven't looked at the source in years.
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