19 June 2024, 11:53 | #281 | |
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Quote:
as far as I remember GRIND uses 6bits per chunky pixel and converts it to four bitplanes. Additional bits are used for color interleaving. |
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19 June 2024, 13:14 | #282 | |
Alien Bleed
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The actual write and read access to Akiko itself is much faster. On the 030/70, it maxed out the bus. This is why I think an Akiko routine for a 4 plane target is a potential performance win, but at the same time, the way Dread organises it's data may make it difficult to retrofit. |
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19 June 2024, 17:50 | #283 | |
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This makes good use of the blitter passes to shuffle things back from the "scrambled" column layout to a more normal one for free while doing the C2P steps. For the purposes of this thread I think it means Akiko will be close to useless. However maybe in the (very) long run the Grind team will optimize for 030+ (where blitter C2P isn't the best approach) in which case another chunky buffer layout might be on the table, and it can be revisited. But obviously A500 first |
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Yesterday, 22:46 | #284 |
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Wildcard necromancy...
It turns out there are Minimig implementations with Akiko. I wonder if they are more viable. |
Today, 00:32 | #285 |
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In what way?
for testing? I know it is a hardware implementation, but, would it be accurate timing wise to a real cd32 or is it just enough to get the software/games that use it to work? it might give odd results if you were to run your akiko test program on it (like winuae does), but, you never know. |
Today, 00:34 | #286 | |
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Today, 00:34 | #287 |
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can't believe that no one with a tf330 gave your akiko test tool a try and reported the results.
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Today, 00:38 | #288 |
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I lost interest and started looking at the sound side. I think I have pretty decent 16 channel mixer for 040+, but I still need to complete the output side and put some proper thought into latency/synchronisation. I thought I'd have a break from that for a short time and go back to doing some modding, since that's what it was all for
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