08 July 2024, 11:41 | #5361 |
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08 July 2024, 13:01 | #5362 | |
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08 July 2024, 13:16 | #5363 |
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The mnemonics for PPC are awful and so is the fact it enumerates bits the opposite way around. But it does have some nice features, like the ability to skip modifying flags for an instruction if you want to do some reordering but still depend on some outcome from an earlier operation.
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08 July 2024, 13:57 | #5364 |
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Wait, are Phase V making new Blizzard 1230 cards? I didn't know that. Of course, if not then I suspect that the Pi4 will be about as available in 30 years as the 1230 is now.
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08 July 2024, 14:02 | #5365 |
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08 July 2024, 14:03 | #5366 |
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08 July 2024, 17:38 | #5367 | |
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From my experience, mostly in the 8 bit world, the kinds of hardware that is successful is that which offers minor quality of life improvements without materially changing the whole experience. So things like disk/tape emulators for faster or more reliable loading. Whereas hardware that aims to far from the stock in terms of what the machines were capable of is always going to end up largely on the fringes - too much of the appeal of retro hardware is the limited capability of the machines. I can't say I'm surprised that, for many, turning an Amiga into something that tries to rival a modern PC generates a "So what?" type of response. It can be done, but it's never going to feel the way the old machine used to and that's mostly what people crave. Now that doesn't mean people shouldn't do that if they want to, everyone should enjoy the machines in the way they prefer. I just think you probably have to accept that's always going to be the niche approach. |
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08 July 2024, 19:45 | #5368 |
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Last edited by Octopus66; 08 July 2024 at 19:45. Reason: smileys seem to be failing |
09 July 2024, 01:32 | #5369 | |||||
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A4000TX, BFG9060 with 68060 rev 6 @ 100Mhz, CyberVision 64, Quake demo1 320x200p RTG result is 21.27 fps From https://thandor.net/benchmark/33 Intel Pentium @ 75 Mhz has 20 fps. AMD K5 (SSA5 core) PR100 @ 100Mhz has 20.40 fps Cyrix 6x86 PR166 @ 133Mhz has 21.40 fps AMD K5 PR166 (5k86 core) @ 116 Mhz has 24.40 fps Intel Pentium @ 90 Mhz has 24.30 fps Due to Quake, Cyrix had the worst IPC and was culled from the market. Quote:
Commodore didn't have plans to mass produce 68040 class machines like Apple's. Without mass production of 68040 socket infrastructure, 68060 would also struggle on the Amiga platform. Lew's compute boost for mass-produced low end AA+ Amiga models is via AT&T's $20 DSP3210. Commodore's mass production of wedge-shaped Amigas acts closer to a game console with a desktop use case instead of a Mac. Amiga is not a Mac. Quote:
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68010 has the instruction set correction and should have priced out 68000. The focus on assembly is due to the below-par C++ compilers for 68K. Motorola doesn't respect full backward compatibility, hence many close source platform vendors like Sega (with 30 million install base for Mega Drive) effectively told Motorola to jump the lake. Commodore's Pentium-level machines would be powered by "big-endian" PA-RISC clones e.g. $40 Amiga Hombre. Commodore is on the "cheap RISC" camp. Again, Amiga is not a Mac. https://segaretro.org/History_of_the...rn/Development For Sega's Saturn, 68030 was in consideration and it was rejected for Hitachi's SuperH-2. Sega is in the "cheap RISC" camp and SuperH-2 is big-endian. Sony and Nintendo selected MIPS R-series CPU family for their post 16-bit CPU selection. Sony and Nintendo are on the "cheap RISC" camp. The original Amiga engineers-led 3DO (ARM60) didn't select Motorola and are in the "cheap RISC" camp. On price vs performance, Motorola should have recognized it didn't have market dominance for their "full 32bit" 68K CPUs and still acted like Intel. IBM tried to address "cheap RISC" with PowerPC 602 for 3DO M2, PowerPC 750CXe Gekko for GameCube, PPE for Xbox 360/PS3, and PowerPC A2 as the successor to PPE. AMD Jaguar defeated IBM PowerPC A2 for desktop game console contracts. ARM's Cortex A57 won a game console contract for a hybrid handheld/desktop for the Nintendo Switch. Motorola started strong in the PDA market with the 68000-based Dragon Ball VZ series but they were pushed out by ARMv4T based CPUs e.g. PalmOS V dumped Dragon Ball VZ(scales to 66Mhz, crap IPC) for ARMv4T-based ARM925 (120 to 144 Mhz). Last edited by hammer; 09 July 2024 at 07:46. |
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10 July 2024, 06:52 | #5370 |
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Not PPC, but I have done ARM on MCUs. Not a nice experience. Some of that could have been due to the platforms I was coding for, mostly STM32 where STMicro don't want you to code in asm, and their peripherals are hard to understand and the library code they provided was ridiculously convoluted and full of bugs. That combined with ARM peculiarities made it quite frustrating.
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10 July 2024, 11:00 | #5371 | |
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10 July 2024, 11:23 | #5372 | |||||||||
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According to a thread on Amiga.org, an 060 setup the same as mine should get 10-15 fps at 50MHz and 17-20 fps at 66MHz. I'm sure mine was slower than that though. It may be that I didn't have the best CPU and/or math libraries installed. Quote:
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Intel was intending to use the numbers 586 on its latest CPU, just like they had used 386 and 486 on previous ones. Some early Pentium PCs were even marketed as being '586' machines. Then Intel sued AMD for putting '386' on their AM386 CPUs, and lost the court case because the judge deemed the number 386 as generic and therefore not trademarkable. AMD was understandably very nervous about being sued a again, so they sensibly broke up the number to make it less able to be challenged. Meanwhile Intel came up with their own solution, which was to trademark the distinctly unique 'Pentium' name for current 586 and future CPUs. Quote:
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The focus on asm stems from its use in earlier home computers, most of which used CPUs poorly suited to high level languages like C, and needed all the efficiency they could get. The 68000 was an outgrowth of the 6809, which was based on the 6800 but with a far more powerful instruction set. Unlike popular 8-bit CPUs like the 6502, Z80 and 8088, the 68000 has a 'mainframe' architecture that is a good match to C, but also good for asm coders who appreciate the orthogonal instruction set, large number of registers and flat memory model. Furthermore the Amiga was designed for asm coding from the start, partly because the exec kernel was written in asm. C++ didn't exist when the focus on asm began on the Amiga. The A1000 was released in July 1985, while the first commercial C++ compiler was released in October 1985. But it didn't make its way to personal computers until much later (Microsoft released their first C++ compiler in 1992) and wasn't officially standardized until 1998. Those of us who still code in asm today do it mostly because we are familiar with it and have built up a good collection of code over the years. It wouldn't matter to me if C++ were more or less efficient because I have no intention of using it. When I need to use C (mostly for porting from other platforms) I use SASC, which I am reasonably familiar with and provides the retro experience I desire. Quote:
Console makers were always looking for ways to make them cheaper. Developing a customized CPU was a popular solution. Sega wanted to make the Saturn backwards compatible but in the end dropped this goal in favor of lower cost. While they may initially have been looking at using a 68030, this would not provide the performance they desired or a low enough price. It had nothing to do with "Motorola doesn't respect full backward compatibility". Sega Saturn Quote:
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10 July 2024, 12:04 | #5373 | |
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MacOs was built similarly, except that the participating languages were assembler and Pascal. So there surely wasn't a particular language the Amiga was "designed for". It was "designed for whatever works to solve the problem". |
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10 July 2024, 16:34 | #5374 |
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10 July 2024, 17:13 | #5375 | |
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It ran Quake without any issues, Doom obviously and more - I spent a very happy year or so checking out DOS games like Terminal Velocity et al on it. It soon started to show its age though, and it couldn't hold a candle to literally any pentium. |
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10 July 2024, 21:10 | #5376 | |||
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The important thing is not what language the OS is written in, but the interface. Amiga OS was designed to make access from asm easy, with parameters passed via registers rather than on the stack. Furthermore the include files had asm versions to make life easier for us. Quote:
Microsoft Windows was originally written in a mixture of C and asm, but used the Pascal calling convention where you had to push parameters onto the stack and clean up afterwards. Stack-based variables are a bit painful in asm, as well as producing generally slower code. Mac OS was mostly the same because it was almost entirely written in Pascal, except for some core OS functions that had parameters passed in registers. But many game programmers eschewed the OS as much as possible. The Amiga Hardware Reference Manual was orientated towards asm programmers, with most of its example code being pure asm. This suited developers moving from other home computers that were generally programmed in asm with perhaps a minimum amount of BASIC to get it running, and which also had a bare minimum of useful OS functions. Quote:
Later additions bothered me more, like the tags that have to be generated with macros, and complicated callback mechanisms. But these are only minor speedbumps, nothing compared to the shenanigans involved when coding in x86 asm for Windows. |
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10 July 2024, 21:25 | #5377 | ||||
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In that sense, you could also argue that AmigaOs was very much designed to be programmed in BCPL because the BCPL interface via its GlobVec was richer and more powerful than the (cut down) interface the dos.library offered to non-BCPL system components. Quote:
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Same issue with monitors and the VecInfo structure for monitor drivers... It is really a very mixed bag. Quote:
Not sure why you need macros for tags, though they are handy, and Hooks are a very handy interface method as well as it allows "trampoline" functions for multiple calling conventions. Tags are probably one of the better inventions, allowing extensible interfaces - actually independent of the language. |
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10 July 2024, 21:37 | #5378 |
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Actually that's not quite true. In most cases the CPU executes machine code, but the instructions are designed for efficient execution of compiled code and are not well suited to writing hand-crafted asm, let alone bare machine code.
But that was not true of most early MPUs and MCUs (despite Microchip's claims to the contrary). One of the reasons few developers used C on 6502 and Z80 based home computers was the appallingly inefficient code produced compared to well crafted asm. This wasn't just because they didn't have good compilers back then. C is inherently 16-bit (at least) and an 8-bit CPU with few registers and few or no 16-bit operations and perhaps a tiny or even nonexistent stack was not a good match. A small memory addressing range with bank switching to access more was also very inefficient and difficult for compilers to handle. |
10 July 2024, 22:30 | #5379 | ||
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But yes, if you were programming in BCPL it would be a big advantage to have a BCPL interface. Quote:
The Amiga was designed to be programmed 'bare metal' from the start. In fact during the first demonstrations (including the 'boing ball' demo) it didn't have an operating system. This was not unusual - the vast majority of home computer games only used what little OS the system had to start loading the game, then took over. The Amiga's multitasking OS got in the way of that, so many developers shut it down completely to avoid problems. One could argue that this was an outdated practice, but the OS didn't provide enough support for developers to get the best out of the machine and was buggy and difficult to handle, so I can understand why they did it. For example, would you recommend using gels instead of taking over the blitter etc. to get the best performance? Real game devs would laugh at that suggestion and say that you had no idea how to create software. |
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10 July 2024, 22:51 | #5380 |
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In 7 years I don't think this has ever been addressed, what vertical shooter on the SNES looks and plays better than Banshee? For the Megadrive I don't think it's even worth asking. I can't think of a console game that had that level of detail besides maybe Metal Slug on the Neo Geo.
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