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#4641 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Yes, Yes, I've read that statement, I just wonder if they could have done better. I don't think so..
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#4642 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Dread/Grind wich is awesome, isn't 1x1 c2p
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#4643 |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,021
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SNES/SuperFX2's Doom version wasn't 1x1.
1x1 Doom needs fast 486SX level preformance. You either have $20 DSP3210 @ 50 Mhz or figured out a cheap hardware glue for $100 68EC040-25 or convince Motorola to release a modified 68EC040 with 68030's cache behavior. Intel released RapidCAD (486DX without L1 cache) for the 386DX socket market and Intel's fastest CPU solution for the 386DX socket which is faster than 386DX-33/387-33. AMD had 386DX-40/387-40. 486DLC clones are available for 386DX sockets. Last edited by hammer; 22 May 2024 at 08:01. |
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#4644 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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No argue about performance, Isn't 1x1 c2p the real problem but the actual operation for more pixels..
With Dread/Grin they prove the actual Amiga power, which is fascinating even today after 30 years... |
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#4645 |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,021
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Sega Mega Drive's Wolf3D port had Grind's skip lines trick. The difference with software engineering talent from Sega camp.
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#4646 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,021
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Quote:
For the SNES Doom project, PC Doom was reverse-engineered and a new Doom engine was created for SNES with SuperFX2. The SNES was connected to Amiga's parallel port. The Amiga hosted the custom dev environment for the SNES. Nintendo is not obligated to support the Amiga. |
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#4647 | |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 426
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Quote:
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#4648 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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Quote:
One can imagine that a dedicated and paid team of engineers/developpers when the Amiga was still strong could have come up with this solution. There isn't any magical tool used here, just the same hardware as it was back then. |
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#4649 | |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,041
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Quote:
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#4650 | |
C= and Amiga aficionado!
Join Date: Jul 2017
Location: Italy
Posts: 325
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Quote:
In other words, I'm quite sure an army of dedicated, professional developers would have likely found those tricks way earlier. |
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#4651 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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It cannot be discounted either that modern devs are working on their spare time with no, or little, financial retribution, for a niche platform and not any market perspective.
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#4652 |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,041
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#4653 | |
Registered User
Join Date: Apr 2017
Location: France
Posts: 646
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Quote:
Good remark. They never tried to push the advantage of the machine where it excelled. Mired in the idea that the games market was not for Commodore Business Machines. However, they did not push any further to acquire a studio to promote professional software for I what know. |
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#4654 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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With a huge "what if", they could have clocked both blitter and copper at 14 mhz without hurting the retrocompatibility!
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#4655 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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Quote:
An internal game studio with two dozen of coders/artist/musician would'nt have been too costly for such a big company in theory, not only to develop games but also tools to help others developpers. |
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#4656 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,425
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Quote:
You can't do that without a complete redesign: Storing data (to register in Lisa) and loading different data (from ChipRAM) can not happen at the same time, since it uses the same data lines on the board! But anyways: you would not save any bandwidth or be faster with your method, since the actual way looks like this: Code:
Load Command ---> put Data from RAM on Datalines ------------------Store Data in Register -----> Load Command ---> put Data from RAM on Datalines -------------------------------------------------------------------Store Data in Register ------> Load Command |
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#4657 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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I don't think, if copper could point directly into "ram" that we call registers, if you have some sort of "dedicated" bus. I don't see the problem, since they already did it with blitter, you can "mask" some load operations, sure you have to rethink copper, but 4 registers at once is a lot better than one by one...
Let me see: Lea $dff000,a5 lea.l Datas,a4 move.l (a4)+,$180(a5) It doesn't seem impossible.. |
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#4658 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,425
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Quote:
This program had a lot of potential ... |
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#4659 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,425
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Quote:
A much more simple and elegant solution: 16bit chunky BYPASS: Read from RAM and but the 16bit chunky colour values directly on the DAC pins. Co Copper, no Lisa, no CLUT - just RAM-->DAC |
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#4660 | ||
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,425
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I am aware of that....
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Quote:
You are trying to put lipstick on a pig ... |
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