English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 10 August 2024, 18:30   #21
BigD
Registered User
 
BigD's Avatar
 
Join Date: Jan 2020
Location: UK
Posts: 559
Quote:
Originally Posted by Old_Bob View Post
Not too sure what's going on here. Testing with the quicklaunch 68060 option in WinUAE works fine, along with all the others. If you're seeing one of the statues at the edge of backdrop image then it's not setting the scroll register and bitplane pointers correctly, for some reason?!

Is it displaying any hex value in the top left of the screen when the startup grid is displayed?

B
Yes, it displays a Hex value. Do you need me to provide it when I get home? What real Amigas has this been tested on?
BigD is offline  
Old 10 August 2024, 21:12   #22
Old_Bob
BiO-sanitation Battalion
 
Old_Bob's Avatar
 
Join Date: Jun 2017
Location: Scotland
Posts: 164
Quote:
Originally Posted by BigD View Post
Yes, it displays a Hex value. Do you need me to provide it when I get home? What real Amigas has this been tested on?
No, the number itself isn't important. If you can see that, then everything is set correctly up to that point. If it isn't getting any further, I suspect the copper interrupt isn't actually triggering the CPU to process the frame loop. I've no idea why not, though.

The configs that I'm aware of being tested are the ones already reported in this thread.

B
Old_Bob is offline  
Old 10 August 2024, 23:06   #23
BigD
Registered User
 
BigD's Avatar
 
Join Date: Jan 2020
Location: UK
Posts: 559
Quote:
Originally Posted by Old_Bob View Post
No, the number itself isn't important. If you can see that, then everything is set correctly up to that point. If it isn't getting any further, I suspect the copper interrupt isn't actually triggering the CPU to process the frame loop. I've no idea why not, though.

The configs that I'm aware of being tested are the ones already reported in this thread.

B

Nope can't get it to work on my big box Amiga. Will try on my Pistorm32 A1200 when it's set back up.
BigD is offline  
Old Today, 03:12   #24
modrobert
old bearded fool
 
modrobert's Avatar
 
Join Date: Jan 2010
Location: Bangkok
Age: 57
Posts: 799
Quote:
Originally Posted by Old_Bob View Post
I'd be somewhat surprised if a real A1200 at 14mhz could manage 50fps with it, but a 1220/4 accelerator board, or similar with a 28mhz CPU *should* hopefully?!
I tried on my A1200 with fastram (see sig for details).



Reptile and Liu Kang moves around, but the bar colors looks different compared to your screenshot.

Last edited by modrobert; Today at 05:18.
modrobert is offline  
Old Today, 10:39   #25
BigD
Registered User
 
BigD's Avatar
 
Join Date: Jan 2020
Location: UK
Posts: 559
Quote:
Originally Posted by roondar View Post
My guess would be that the TF1260 doesn't have good Chip RAM bandwidth for the CPU. Many 68060 accelerators and even some 68030 accelerators struggle with that. Since your code is copying from Fast RAM to Chip RAM, that might play a big role. To test this, I tried it on my A1200 with Blizzard 1230MK IV and it shows no flicker in the border, which seems to fit with this idea, as that card reaches the full 7MB/sec write speed for the CPU to Chip RAM. See video below:

[ Show youtube player ]

On a side note, it looks very nice to see the Sprites & background at such a high colour count
Also: sorry for the flickering video!
I assume any 1995/96 era 030/50 board would be good for this? I've got one with EDO Fast Ram but I guess this is a Chip Ram limited test?
BigD is offline  
Old Today, 10:57   #26
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,606
Quote:
Originally Posted by BigD View Post
I guess this is a Chip Ram limited test?
Yes CPU->ChipRAM
alexh is online now  
Old Today, 12:09   #27
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,803
Quote:
Originally Posted by Old_Bob View Post
The demo runs in 8 planes/256 colours with interleaved bitplanes. The background is 128 colours with a separate 64 colour palette for each fighter. The CPU is rendering in a buffer in Fast RAM while the copper is executing a list to perform the erase step in Chip RAM. Then, it copies only the parts of the buffer overwritten in the draw step to Chip RAM when the last erase blit is done. With this, 50pfs is achievable if the CPU is fast enough. Where it would be simply impossible if relying on the blitter alone.

B
It's bonkers how unusable the 256 color mode is on the raw 1200.
Tigerskunk is offline  
Old Today, 14:31   #28
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,417
What were they thinking when they decided to go 256 colors planar-only with the same old blitter and 2MB chip?
jotd is offline  
Old Today, 15:10   #29
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,606
Quote:
Originally Posted by jotd View Post
What were they thinking when they decided to go 256 colors planar-only with the same old blitter and 2MB chip?
See other threads. Lets not go off on a tangent about chipset design fauxpas. Nothing we can do to change it now and still use our classic Amiga chips. Best to talk about what tricks / tips we can do with what we've got. e.g. HW sprite multiplexing etc.
alexh is online now  
Old Today, 16:52   #30
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,417
You're right! I just could not help commenting. I don't know any action games using 256 colors. AGA is mostly used for big sprites / 16+16 color dual playfield, and sometimes maybe 64 or 128 colors max.

I'm one of those who think that all games should run on vanilla A1200, but sometimes a bit of fastmem helps! For me the goal is to play on the real hardware. Now the definition of "real hardware" may vary.

Last edited by jotd; Today at 17:00.
jotd is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Mortal Kombat II - strategy twenty90seven support.Games 7 01 December 2021 14:28
Mortal Kombat II (WHDLOAD) carlcala support.Games 7 22 March 2012 13:41
Mortal Kombat II U.S. 4-disk version MethodGit request.Old Rare Games 16 17 November 2010 02:02
Mortal Kombat II screenshots Predseda HOL data problems 2 14 June 2010 22:06
Mortal Kombat II mai HOL data problems 2 03 December 2009 11:24

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 17:15.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10366 seconds with 15 queries