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#3021 |
Registered User
Join Date: Mar 2010
Location: wisbech
Posts: 279
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oh no bruce lee has a new word to try and make the PC look bad chunky graphics lol
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#3022 |
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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No, I was not disappointed with my A1200.
The contrary: I loved it. Expanded it to the max over time and it was my primary machine until I required a PC for work (IIRC that was 1998, main reason was that I wanted to use Borland C++ Builder). Of course the machine was not better anymore than some decent PC, but until then it still had a good price-performance ratio IMO. Looking back now the hardware compromises become more obvious and painful sometimes. But that's just because my Amiga motivations changed: back then the first thing I did was putting in some Blizzard and went for good, now I'm trying to squeeze eveything out of a stock A1200 and sometimes find myself swear "why didnt they put some hundred kB of Fast RAM into it" or "how many bugs has this AGA chipset" or "I hate 24bit color register changes in 2 steps" or "still 16bit blitter and 4 channel Paula, WTF" ![]() But on the other hand: that's what makes it fun for me now. So even now I still love it and am by now way disappointed. |
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#3023 |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 468
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Once you get past 16 colours the scales for how best to design the hardware tip rapidly in favour of just using "chunky" 256 colour representation. It may have "enabled" the creation of 3D texture mapped games, but that certainly wasn't the only advantage to it.
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#3024 | |
Registered User
Join Date: Apr 2021
Location: UK
Posts: 18
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It would be like a 286 PC with VGA. My parents had one of those, an IBM PS/1, when I was growing up. It was hopeless as a games machine, especially with no soundcard and lacking even a standard slot in which to install one. Yes, it could run Wolf3D, but it wasn't fast, you had to reduce the window size a lot for it to be playable. And it just couldn't scroll the screen or move sprites around anywhere near as well as an A500. Kind of a shame that so much Amiga dev talent went into the efforts to imitate Doom on the underpowered machine, rather than make the most of AGA for 2D gaming in those dying years of the Amiga. Last edited by bluescrn; 08 January 2024 at 13:42. |
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#3025 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,799
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From Jay Miner's point of view the best thing about bitplanes was that you could design a nice simple board with 1 bitplane, then just duplicate it to add colors. 2, 4, 8, 16, 32, 64... all without needing special circuitry to suit each color depth. The Amiga already had 6 bitplanes with HAM in 1985 and EHB in 1986, and the OS was designed to handle up to 8 bitplanes so the obvious thing to do was extend the hardware to 8 bitplanes too. An 8 bit chunky mode could have been added but it would be 'special' and difficult to integrate with the bitplane system. If I was in charge I probably would have asked for that though. "Can't you just throw in a VGA chip with dedicated RAM?", I would ask, "Who cares if the the OS can't use it - we only need it for games". And Amiga fans would rightly howl in disgust. "The new C128!", they would say. But of course that wouldn't be enough. A faster CPU would also be needed to make the best of it, since the blitter, sprites, and copper wouldn't work with it. We would also need a high density floppy to store the larger image data, which would make it more PC compatible too. We could kill 3 birds with one stone by putting in an Intel CPU and floppy controller. Of course the machine wouldn't be 100% with the A500, so why bother making it compatible at all? We'll make it IBM compatible instead - problem solved! Now the customer can run any PC software on their 'Amiga' and they are happy. "The all new 'next generation' Amiga DX2-66, with Intel inside. Runs Wolfenstein 3D, Doom and Microsoft Word out of the box! No more problems exchanging files with PCs, because it is a PC!" |
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#3026 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,660
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The Amiga ultimately implemented Chunky in the best possible way already. Via aftermarket graphics cards. You get your framebuffer, blitter, and even scalable video overlays.
Too much is made of the lack of chunky pixels. It didn't save the Falcon or the Archimedes. I don't disagree that they would have been advantageous, but only had they have had proper support for 2D operations too. A bigger disappointment was the Akiko solution to the problem. The fact you have to write spans of 32 chunky pixels to it, then read them back, all via the CPU, before writing them back to planar memory again with the CPU. What a waste of bus bandwidth. |
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#3027 | ||||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,355
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That's really childish. By this argument, you would rule out any type of extension right away. |
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#3028 | |
Registered User
Join Date: Apr 2017
Location: France
Posts: 664
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The C128 7.0 basic was vastly superior to the C64 2.0 basic. And at the time, the basic was a thing. It was what made the machine accessible without having to buy a tierce software. Among that it had a sprites editor and an assembler monitor built in ROM. It was just incredible for the time. The other very important point was its nice design. A Porsche compared to the Soviet union look of the C64. And to stay in the car analogy, the transmission was now effective with the debugged fast floppy drive connexion. It was a machine worth the price, especially of course due to the 99,999% perfect C64 compatibility. |
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#3029 | ||
Registered User
Join Date: Apr 2017
Location: France
Posts: 664
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I think that, at Amiga time, it was still possible because of the superiority of the machine but with some ajustements and very good marketing. The Amiga should have the ChatGPT of the time. If you show people how they will make money and have a clear advantage owning your product, everyone wanted it. But you have to imagine the futur and Commodore management was clearly not good at that. Clearly the PC started to widespread during the 8 bits area. I remember going to fairs and their was already those big ugly boxes and it was at C64/Spectrum time. When you were a professional there was really no alternative. Either you had at disposal the big serious ugly boxes running on green screen or the nice personal toys computers running on the television but with the advantage of music and colours. On Wikipedia we can read: Quote:
I think IBM, due to its history, had the vision of how the market could be built and it made the difference to dominate. |
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#3030 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,056
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while I agree it is not the most efficient way to do c2p (DMA would be better), it was not the primary function of the Akiko (which people forget) it is a glue logic chip that handles many functions and reduced the number of ic's required. the c2p part was thrown in as an extra at the last minute as there was just enough space on the die, or so I read in an interview with Dave Haynie back in the day.
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#3031 | ||||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,799
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Using 64kx4 DRAM chips you need 8 chips, which adds up to 256k bytes. Using 16kx4 chips (if you could still get them) gave you 64k, just enough for one 320x200 256 color screen but not enough for 320x240. It would be MCGA, not VGA. Later VGA chips used fast page mode to read the RAM faster, as well as faster chips. So the Trident TVGA9000i for example could work with just two 256kx4 DRAM chips. Commodore could have used a customized VGA controller that needed less RAM, but you would still want at least 128k for double buffering (more for PAL resolutions). 256k was the standard though so it made sense to have it. Either way that was extra RAM on top of the Amiga's ChipRAM, raising the price of the machine. Of course there are other ways to get chunky pixels. Superhires has 160 bytes per line. Instead of serializing the individual bits, each byte could be a single pixel. This would work well for 3D games like Wolf3D and Doom in 2x1 mode (since the lower resolution is needed anyway to get a good frame rate). For 1x1 mode you could use 2 bitplanes and interleave the pixels. However as the general computing requirements go up a faster CPU is required anyway, to the point where the overhead of C2P is the same as direct copy to ChipRAM. To get even more speed you need a latch which the CPU can write to quickly and then do other stuff while the pixels are being written to ChipRAM. This what Akiko C2P should have been (CPU writes to it once, it takes care of the rest). Quote:
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You say 'If Commodore had made the investment'. Well they did make investments but unfortunately not all in the right places. The A3000 and CDTV were money losers even though they provided a base for more successful models. Had they been more financial to start with this might have been OK, but since Jack left they were always struggling. So they couldn't afford to try breaking into new markets with risky prospects. Unix bombed - interactive TV bombed, only the A500 carried them through. AAA bombed too. If they had set their sights lower and looked after the 'low-end' market (where most fans were) better, they might have had more ability to invest (and pay off that XOR troll!). Quote:
I am glad Commodore never managed to get next generation 'Amigas' out, because they wouldn't be Amigas. All Amigas are pretty much compatible with each other if you don't count PPC and OS4 (which I don't). This make life easier for the retro community and makes owning an Amiga (any Amiga) more worthwhile. What disappointed some people about the A1200 - that it wasn't radically different from previous models - is a good thing IMO. 30 years later surprising things have happened. Turns out an A1200 with FastRAM runs Wolf3D fine, and with an 030 it runs Doom fine. With a fast 060 it can handle pretty much anything that a Pentium system of the day could. 2.5" hard drives got cheaper and larger. The PCMCIA slot became quite useful. Most of the complaints about the A1200 were addressed a long time ago. |
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#3032 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,932
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Isn't that what actually happened with at least many of the Commodore 8-bit computers? The BASIC interpreter was the OS of those computers and it was a Microsoft product (which is why e.g. the C64 BASIC was hardly adapted to the underlying hardware and you had to use lots of POKEy stuff to make the hardware do what you wanted).
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#3033 | ||||||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,355
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No, and VGA does not even have chunky pixels, originally. You need 150K for 640x480x4, do the math yourself. The next power of 2 that fits is 256.
VGA has four bitplanes, each 640x480 max, only one of them visible at a time to the CPU through the "graphics controller", which allowed very simple operations on the plane. Chunky came later with the "chain 4" trick that just re-interpreted the bitplanes. Quote:
Instead CBM carried on with stupid planar with AGA. Quote:
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That does not help you for off-screen to screen blits and with the line drawer. There are only few places where you can take advantage of it - basically, screen to screen blits without a mask. Otherwise, the modulo does not add up. Quote:
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The bad thing is that it was two years too late, at least. |
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#3034 | |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,932
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#3035 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 193
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If both screen and off-screen bitmaps are interleaved, it of course helps/works-in-a-single blit there too.
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#3036 | ||||||||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,799
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While 64k RAM is enough for a single 320x200 256 color screen, to get smooth animation you must double buffer which requires 128k. If you want 'square' pixels then you must run 320x240 which needs more than 64k per screen, for a total of over 128k with double buffering. The next size up is 256k! Quote:
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IBM had a much easier job with VGA because they didn't have to worry about maintaining compatibility with an existing blitter, sprites, copper, dual playfields, disk and audio DMA, as well as executing CPU instructions from video RAM. With dedicated memory fragmentation wasn't an issue either, so it didn't matter if there were large gaps between bitmaps. Furthermore since the PC wasn't multitasking and programs didn't have dedicated 'custom' screens constantly in video memory which could be 'pulled down' over each other, it didn't have to swap screen modes and palettes on the fly. Nor did it have to do overscan and genlocking. I suspect the complications of supporting all this stuff was the main reason AAA never got finished. AA (renamed AGA on launch) was designed as a less ambitious extension to the existing chipset. It was developed in parallel with AAA when it looked like AAA might not be ready soon enough. Unfortunately after the AA design was completed the engineers decided they could do more with it, which further delayed its introduction. This was good technically, but bad for marketing. It might have been better to release a machine with the earlier version first, even if just to developers so the (Amiga) world would know about it. Quote:
What you call an 'innovative market', I call forcing customers to constantly upgrade. That was great for hardware vendors, not so great for users. But it wouldn't work in a smaller market where people would just hop to the vastly more popular PC instead. The strength of the Amiga was in consolidating what it already had, not what it could get by 'innovating'. Quote:
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It wasn't 'the same shit'. Sure it didn't have AGA, but so what? No other Amiga had it either, while cards providing similar functionality were already appearing for the A2000. Why would you want AGA when you could have a much higher performance Zorro-III graphics card? IMO the only 'shit' thing about the A3000 was ECS productivity mode, which was redundant because the A3000 had a flicker fixer built in (a much better one than the AGA-2000 too!). Quote:
The A4000 was very popular for video production, especially when Newtek bundled it with their Video Toaster. The A1200 was also useful, with AGA providing the graphics needed for high quality video titling etc. A local TV station here used one for many years. Quote:
![]() But this doesn't mean the A1200 itself was bad. My A1200 hasn't suffered at all just because I couldn't buy one in 1990. In fact it's better, because in 1990 they would have produced something else. The A1200 was based the A600's wedge-shaped design (which I love). Without the A600 we wouldn't have gotten the A1200. What would they done in 1990? Without full smd the motherboard would be much larger, requiring a bigger case than the A500 (which was already a bit big for my tastes) or a 'big box' design like the unwieldy A2000 or tightly packed A3000. This would make it a lot more expensive and harder to sell. Last edited by Bruce Abbott; 09 January 2024 at 19:50. |
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#3037 | |
Registered User
Join Date: Sep 2013
Location: Poland
Posts: 873
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http://bitsavers.trailing-edge.com/p...nual_May92.pdf |
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#3038 | |||||||||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,355
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SVGA added hi-color and true-color extensions. Quote:
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It wasn't good enough either. it delivered too little, too late. By that time, I had my GVP 030 board and a graphics card. Why buy anything from CBM for that which had less RAM, and less powerful graphics. |
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#3039 |
C= and Amiga aficionado!
Join Date: Jul 2017
Location: Italy
Posts: 334
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Commodore chairman Irving Gould saw a better opportunity when I got fired, and we met for lunch during the summer of 1990 at the Four Seasons restaurant in New York City. I was Interested because, among legacy products such as the PET, VIC-20 and C64, Commodore had a more modern machine called the Amiga which deserved the kind of treatment we applied to the 1984 Mac. In that meeting Gould helpfully confirmed everything negative I had heard about him and made my decision easy. But as we'll see later at Be I remembered the Amiga.
[...] In our ensuing conversations, the Commodore Amiga became our "reference platform," an example of the good, the bad, and the promising. While the Amiga provided interesting multimedia features, we were less impressed by its overly complicated architecture and cobbled-together implementation. But the most important aspect to us was that it sold in attractively large numbers, proving there was a market for a third way. Quotes from the Jean Louis Gassee book citing Commodore and Amiga. Perhaps there are even more references but I haven't found them yet. |
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#3040 | ||
Registered User
Join Date: Apr 2017
Location: France
Posts: 664
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The PET and the Apple II are 1977. Apple DOS was released in 1978 and Commodore DOS in 1979. MS-DOS and the PC are 1981 so they appeared 3 years later. So why the PET or the Apple II did not flooded the market after all, like it will be the case with the IBM PC those 3 years later? Especially the Apple II, having in 1978, disk drive, expansion slots, colours and an OS. Quote:
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YEAR PC Apple II 1977 0 600 1978 0 7,600 1979 0 35,000 1980 0 78,000 1981 35,000 210,000 1982 240,000 279,000 1983 1,300,000 420,000 |
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