20 July 2017, 15:26 | #261 |
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Axa. It is problem in multitasking with more apps running.
But if you code game or demo, then cpu data cache is no problem? |
20 July 2017, 15:29 | #262 |
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It can only be enabled on some individual computers accelerator. Chip ram isn't datacached. I assume it's inhibited via hardware. If I ever get my a2k up and running again. I'll test the datacache from chip ram. It has an old 030 accelerator in it.
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20 July 2017, 21:02 | #263 |
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Are you saying that Individual accelerators support caching chip RAM?
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20 July 2017, 23:40 | #264 |
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I assume he means a specific accelerator, not the ones from IC.
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21 July 2017, 14:17 | #265 | |
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Quote:
http://wiki.icomp.de/wiki/ACAtune#chipcache |
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21 July 2017, 14:25 | #266 | |
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Quote:
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21 July 2017, 14:35 | #267 | |
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It can't be done safely on the Amiga for the reasons I pointed out in the thread. |
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29 July 2017, 19:29 | #268 | |
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Quote:
They will be slowed down by the 7MHz chip bus whereas the 68k will not, unless bitplane DMA or the Blitter in nasty mode steal some of its cycles of course but even then, the 68k only requires memory access in one out of every four cycles to run at full speed so the slowdown would not necessarily be crippling. Also, this kitten likes this thread. |
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31 July 2017, 09:58 | #269 |
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The 68000 is really limited by the large number of cycles that instructions take. It makes sense for a workstation CPU to have fairly complex instructions and highly orthogonal instruction set that was good for the C compilers of the day, but for games...
For games having more instructions per second is more important. I've said it before but the 8 bit 6502 derivative in the PC Engine, running at 7MHz, is a much better fit for assembler code and games that just need to move sprites around and implement some game logic. The best way I can think of to offset this on the Amiga is to take advantage of its relatively large RAM. You can pre-compute things like movement patterns, use triple buffering and generally trade RAM for CPU cycles wherever possible. |
02 September 2017, 09:21 | #270 |
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I think that Anima´s works is awesome and people speak so much and acts little.
I see a MSX2 (8bit), much less capable machine than Amiga, doing marvelous things: Ghosts'n Goblins MSX turbo R V9990 (in developement) [ Show youtube player ] The King of Dragons like game for MSX2 V9990 (in developement) [ Show youtube player ] Pointless Fighter -Street Fighter II clone for MSX2 Moonsound (voices and sound FX) [ Show youtube player ] Everything is possible we only need to know how... |
02 September 2017, 12:23 | #271 |
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Truth to be told, an MSX Turbo R with V9990 is more capable than the basic Amiga when it comes to implementing a typical arcade game (Street Fighter notwithstanding).
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04 September 2017, 11:26 | #272 |
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Many systems benefit from having better sprites than the Amiga. The Amiga graphics are better in other ways though. The trick is to write games that maximize the Amiga's advantages while minimizing the weaknesses.
As such, arcade ports where the hardware typically has loads of sprites and a tile mapped display can be challenging. |
04 September 2017, 11:30 | #273 |
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Is better to have game Designed Around Amiga than try to port game from Arcade
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26 September 2017, 01:36 | #274 | ||||||
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Quote:
I've mentioned my "mad dream" project to see what kind of conversion of OutRun might be possible with Amiga hardware on another thread, and while I was doing some test graphics extraction and conversion, as an afterthought I grabbed one of the first scenes in the attract mode (the most complex in terms of what's on-screen), busted it down to 32 colours and imported it into DPaint. As you can see, at a casual glance almost all of the important detail is retained, in spite of the overall palette reduction (32,768 vs. 4,096) and the on-screen limit of 32 colours. Without having the original grab side-by-side to compare, all that is immediately obvious is the missing road stripes and the grey detail on the background cloud. The text gradient is affected, but any conversion would be using copper palette effects for that anyway. Quote:
With 20/20 hindsight it's easy to point at the ChipRAM / Fast- or BogoRAM setup as a weak link in the Amiga architecture, but we have to remember that much of the Amiga's design and development gestation coincided with the first significant global RAM shortage since home computing became affordable. This is also a factor in why a planar system was used for the display architecture, because it was the most memory-efficient method of generating a display with the desired resolutions and palettes. Of course, what was absolutely the right design choice between 1982 and '85 (to the extent that it put Amiga almost 10 years ahead of the competition) ended up holding things back when the competition eventually started to catch up. But it could still have been remedied had CBM International not been such a dysfunctional basket case post '87-88... Quote:
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It's certainly true that the games which best showed the Amiga's capabilities were almost always original titles designed for the platform as opposed to conversions. However there were enough exceptions to the rule (e.g. Super Hang-On, Pang!, Rodland) to argue that the Amiga could give the consoles a run for their money if approached right. |
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26 September 2017, 10:08 | #275 |
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something it's even better to make the player thinks the amiga is really doing it (computing), when in fact it simply do the illusion, it's just displayed images. The CPU cost is of course not the same.
About Rodland, there is nothing that would makes it hard for the amiga to do. Ron even enhanced the enemies AI, so there was room to use Pang is a simple Z80 game. Nothing the amiga can't do. fixed screen with 256 colors. Super hang-on is a game where you would typically use the illusion of display, instead of replicating the coin-op logic (too heavy the amiga CPU). |
26 September 2017, 11:56 | #276 | |
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I agree with everything...
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As for Outrun, I think the main issue is the amount of on-screen sprite objects. Obviously you are going to pre-scale everything so you are just doing a blitter copy, but when you think about the amount of overlapping huge sprites on screen, especially in the "tunnels"... I guess you could space them further apart, but with 5 bitplanes I just don't think there is enough bandwidth to get 25 fps. You also have the issue that generating the road requires dual-playfield on OCS. On AGA I guess you could use sprites. Well, maybe there is another way... Use the copper to fill the main width of the road, and use sprites to clean up the edges. The horizontal resolution of the copper is low but the sprites fix that. |
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27 September 2017, 11:36 | #277 | |
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27 September 2017, 14:14 | #278 |
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I always liked Road Rash. Okay, the frame rate was low, but it was one of the most enjoyable racing games on the Amiga. It also had hills that were much steeper than other games, because other games couldn't cope with the road partially obscuring distant objects.
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28 September 2017, 03:08 | #279 |
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On Aga you can have the road fully textured almost for free, using dual playfields and copper list to bend road to have curves and hills
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28 September 2017, 09:42 | #280 | |
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Quote:
What are you suggesting, using palette changing per scanline to use the road bitmap as a kind of copper chunky? The resolution is going to be rather low. Any examples of people doing that? Also, how are you planning to do hills and obscuring further back graphics? |
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