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#2261 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,311
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That is what I say - it does *not* fill inner tracks first. It fills middle tracks first. Actually, the algorithm is not even like that, it just picks the next free sector that is closest to the previously allocated one, or closest where the head currently sits - that is it. The root sector just happens to be in the middle of the disk, which makes most sense.
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#2262 | |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,732
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![]() We should at least be thankful that Commodore used a standard 3.5" drive rather try to adapt their 1541 mechanism to the Amiga, or worse. The competition was worse. Atari started with a single-sided 3.5" drive on the ST that stored 360k. They soon switched to a double-sided 720k drive, but ST programs continued to come on single sided disks for years to maintain compatibility with these early drives. Despite having a standard controller chip (WD1772) they didn't use IBM format. For the Mega STE (introduced in 1991) they designed a custom controller that could do 1.44MB, but early machines still only had a 720k drive. Apple introduced 3.5" drives with the Lisa (originally it had an own-design 5.25" drive they called 'Twiggy', but it was unreliable). This too was only single-sided, and used variable motor speed to improve density on inner tracks - which made the format incompatible with standard 3.5" drives. The same drive was also used in early Macs, and as an external drive for the Mac and Apple IIGS (It could also be used on Apple II, but only with a special controller card because the standard disk controller wasn't fast enough). In 1985 they introduced the double-sided 800k 'UniDisk 3.5', which was slowed down to work with the Apple IIC - making it incompatible with the Mac. In 1986 the Mac Plus came out with an 800k internal drive. Finally in 1988 they introduced the FDHD or 'SuperDrive' which could do 1.44MB IBM format. This still had variable speed to handle older formats. Then there was IBM. 180k, 360k, 720k, 1.2MB, 1.44M and finally 2.88MB! But 3.5" drives were rare in clones until the 90's, and even then it was common to see machines sold with just a 1.2MB 5.25" drive. Getting the right format onto a disk or even just getting the drive to be properly recognized by the OS could be tricky, and often not possible on a modern PC. A 360k disk written to on a 360k drive and then on a 1.2MB drive would fail to read again on the 360k drive because the old (wider) tracks weren't fully erased. But hey, that mess had to be better than sticking to one industry standard drive with a good capacity from the start, right? I mean, just look at all that innovation! |
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#2263 | |
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Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,426
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the double-sided "Sony" 3,5'' drive was no industry standard in 1985. Nor was Amiga's filesystem or the method of reading/writing whole tracks instead of sectors... Commodore's bet on the physical 3,5'' format turned out to be right ... sticking to DD after everyone else moved to HD: not so much. |
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#2264 | ||
Registered User
Join Date: Jul 2014
Location: Warsaw/Poland
Posts: 195
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#2265 | ||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,732
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Being in the US was the problem. The PC was everywhere, and any competing system was hard to promote as an alternative. Perhaps if they had dropped the C64 they could have positioned the Amiga to replace it, but that would mean promoting the gaming side of a machine that was too expensive to just be a gaming machine. The C128 was supposed to fill the 'not only for games role' at a lower price, but it also failed to do that. To get the Amiga selling well in the US they needed a massive advertising campaign. They got off to a good start, [ Show youtube player ] But what followed was less impressive. Seems they relied on marketing people and advertising agencies who didn't understand what they were selling. The problem was that the Amiga was a brand new system with little to show for itself. Perhaps if there was something to show those ad guys, they might have understood. Crash And Burn: The Amiga ST Story Quote:
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Talking about 'improvements', here's an interesting talk by a modern game developer who had an A3000 back in the day. [ Show youtube player ] |
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#2266 | |||
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,732
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#2267 | ||
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Join Date: Sep 2013
Location: Poland
Posts: 868
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@Bruce
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Now about that: Quote:
Now, about that video you did attach. Didn't watch all of it but the general idea is how bad complexity increase is. And actually that complexity rises through diversity. And through innovations implemented to platforms. One can take a firm grasp over hardware and say "this has to be done exactly this way so it's always simple and efficient and compatible" but ... really, how messed up idea is that? It kills progress and makes platforms die anyway. Yes, today software (along with OS itself) is bloated beyond measure. I honestly can't trust either OS nor applications I use. Not with how they work for me. But how they work for other entities behind my back. And it's general trend. I don't like that. Going into "services" which reports a lot about my activities etc. to "better suit my needs". I do know my own needs, thank you, and my need is to specific program to do specific job and nothing more. But simplicity of AmigaOS will never come back. And soon enough we'll need 64 cores + terabyte of ram just to browse web and write a resume. But one thing is sure - there's absolutely no choice to create one dominant standard for CPUs, GPUs, APIs, browsers, game engines, productivity software, AI and so on. As it would diminish progress trying to fit all wild ideas into one specific thought pattern. We live on this world exactly through diversity. Whole evolution is based on it. And that diversity created complex organisms as we are from millions of evolution of simple and efficient bacteria. |
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#2268 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,311
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#2269 | |
Registered User
Join Date: Jul 2014
Location: Warsaw/Poland
Posts: 195
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Thomas Richter explained that this is just doublerated WD1772 (100% compatible with no extra functionality), I would call it a clone, but as you wish you can call it custom chip, |
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#2270 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,463
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It about industry terminology. If you make a chip (or you get someone else to make you a chip) and it isn't sold to anyone else, it is called a custom chip. i.e. custom made for Atari.
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#2271 |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,426
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Both is correct:
In the Atari TT it really was just an overclocked WD1772 - not custom made, but just selecting chips, that would tolerate 16MHz For MegaSTE and Falcon not enough WD1772 were left, so they licensed the chip from Western Digital and produced a custom version manufactured by VLSI |
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#2272 | ||
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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#2273 | |
Registered User
Join Date: May 2005
Location: Atherstone / UK
Age: 49
Posts: 172
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There were third party programs that would format a DOS compatible floppy, or I recall you could use a disk editor such as Knife ST to change a couple of bytes in the boot sector to make the disk PC compatible. Later TOS versions from 1.4 on had an improved formatter that created DOS-compatible disks. EDIT - More digging suggests that changing the first three bytes of track 0 from 00004E to EB3490 will make the ST disk readable on a PC. Last edited by Total Eclipse; 10 March 2023 at 13:26. |
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#2274 |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,347
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Here's a question, if you were disappointed with the AGA games can you blame Commodore engineers or should you be blaming the coders who wrote those games who's AGA output was less impressive than the coders of Lotus II, Lionheart, Soccer Kid, Beast 1 which all run fine on a 512k+512k 1986 Amiga 1000 in PAL mode? Top Gear is garbage, as is the framerate of F17 challenge on A1200 vs Lotus II on A1000.
It's time to split off wish lists for what Commodore should have put in there and where the blame should really go for lacklustre AGA entertainment software i.e. the publisher's low quality standards and their chosen bargain bucket 3rd party dev teams. They could have made AGA byte per pixel not planar from the start but then it would not be OCS/ECS compatible. There was some weird add-on that did give you Chunky 256 colour mode you plugged into the video port that cost very little, can't remember what year it was or when it came out but CU Amiga and AF both reviewed it. There was even a Doom style game it had bundled with it. I think that was 1994 onward though so not really much help in reality. You're not going to notice the difference between the 8bit samples used in Agony vs PC 16bit on a tiny little desktop/monitor speaker either. Of course it's not the Amiga's fault when a musician with no taste in instruments samples them from a naff synth at 10khz or something so it sounds like a tape being played on a £10 tape deck, that's not the fault of the hardware as Beast1 and Agony soundtrack prove without a doubt. My Amiga is always connected to my hi-fi, some games have no output for half of the range of the spectrum analyser, that's not the fault of the Amiga designers. |
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#2275 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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Obviously there should have been both planar and chunky 8 bit modes. The chunky mode would only have needed some bit reordering after loading the pixel data from chipmem. It would have cost a few dozens of transistors inside the chip.
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#2276 |
Registered User
Join Date: Sep 2013
Location: Poland
Posts: 868
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@ImmortalA1000 - I did encounter games for OCS machines in early 90s that still looked like something C64 would be ashamed of. Developers plays a big part of overall experience, yes. But why do you assume developers should really put their minds to architecture which came in late 92 (actually was overall available in 93) and had limited userbase and there was no real roadmap of how it will be improved over time. I'd say ppl should be happy some OCS games were recolored for their AGA machines at all. If developers got machines much faster and with proper motivation from commodore they'd most likely show off something really nice during A1200's debut. It's kind of like Jaguar or 3DO. There were hardly any devkits and final specs. Nobody did try to get some game developers to work on those machines early on and support development with their own engineers. And that's kind of approach Sony used back then. And guess what - it worked.
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#2277 | |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,347
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Quote:
For stuff like F1GP at 25mhz 486 speeds you would need a 25mhz 040 and let's be honest the PS1 wiped the floor with everything as soon as it hit the shelves, there was no answer from Apple, PC, Atari, Acorn or Amiga camp to rival the texture mapped 3D of PS1 for £300. Eventually the budget home computer party would be over one way or another. |
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#2278 |
Registered User
Join Date: Apr 2017
Location: France
Posts: 649
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@ImmortalA1000/@Promilus
This lead to an interesting point that Commodore did not take care to improve: the ease of programming the machine. I remember myself a video explaining how easy it was to scroll the screen on the Nintendo or the Sega console comparatively to the Amiga. From my own experience, I would say AGA was a nightmare to programme in assembly because of all the new bits to set here and here and the new registers. I made some attempts, saw the mess and it stopped me. They should have provide a more high level API especially in front of the raw force and so more simplest method used on PC. 5 years (from the A500). |
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#2279 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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Commodore didn't even publish information on the AGA-specific stuff to stop coders from hitting the hardware directly. How could you then expect companies to come up with impressive new stuff quickly?
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#2280 |
Registered User
Join Date: Sep 2013
Location: Poland
Posts: 868
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High level tools most likely would be useless to chipset magicians. Most truly impressive titles are done the same way as most impressive C64 games - with each and every cycle taken into account, each dma slot carefully used. I'd say something kind of like AMOS but more optimized and with AGA support might just do the trick. Of course it most likely would not let to made most impressive games possible but such easy to use dev tools allow many games to be created and more enthusiast would be able to try developing on their own without having to remember all registers, slots, 68k instructions and so on. And with embedded routines to handle pictures and sound samples.
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