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#1 | ||
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Join Date: Dec 2019
Location: North Dakota
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DMA when using 640x200 (4 bpl)
I'm thinking of using 640x200 with 4 bitplanes on an OCS, with a 25/30 fps lock (2 full frames).
While browsing through Amiga HW Ref Manual, I noticed the following: Quote:
Quote:
But, does that mean that the HW would basically not be able display the standard HW sprites (16px wide) ? Would it glitch or just not display them at all ? I was thinking 4 sprites, which is nothing, but perhaps it's a problem in this mode ? On the other hand, I guess I could use that time to do all 3D transformations (instead of look up tables), as the cost of MUL and DIV becomes free, basically. Meaning, I could load the (X,Y,Z) during HBlank, then invoke MUL/DIV and during next available HBLank store the results and repeat for next vertex. That should work, right ? |
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#2 |
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Join Date: Sep 2017
Location: Kansas, USA
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The sprite data registers are loaded before bit-plane DMA starts. You can lose a few sprites if you use overscan and/or horizontal scrolling.
Last edited by Rotareneg; 18 August 2020 at 07:24. |
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#3 | |
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Quote:
When they mention Copper is locked out - this means that the Copper List would only run during HBlank period per each scanline ? How many registers can Copper change during HBlank ? I doubt it's 16/32, especially when it will be fighting for DMA with 68000... |
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#4 | |
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Join Date: Jul 2015
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Quote:
The Copper is available in HBlank. It can change 16 registers per HBlank because it has priority over the 68000 and interleaves* with the other DMA sources. *) Like the 68000, the Copper can only access every other DMA cycle. It's been designed so that the cycles it uses are the odd cycles, whereas disk, Sprite and audio only use the even cycles. |
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