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#941 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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#942 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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And the STE can have 4mb of it, like Roondar said. You could probably do something with lots of fast RAM and then copying new data to Chip when it's needed, but I would not want to code that. |
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#943 | |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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The chipram caching of sprites isn't really that big a deal. I did something similar on the Megadrive and that's more fiddly. |
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#944 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#945 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Come on! On Amiga we can do things very impossible! The real deal is the game coding itself, since it is a very big Project!
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#946 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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![]() The game has just been optimised to use a lot less of it. Just think about it, 14MB of Chip RAM would be quite the thing. We very nearly got support for 8MB Chip RAM, but sadly Commodore ended up not implementing it in AGA. Quote:
It's certainly faster than copying from Fast or Slow RAM using the CPU though. Note: I am not an ST Blitter expert, I'm just repeating things I've seen on EAB and on YouTube - where talented STe coders have essentially 'tied' with the Amiga's Blitter speed for 16 colour low res screen modes. Note 2: this speed comparison is valid for simple BOB blits. If you start using the tricks that Sandruzzo talked about, the result may be more in the Amiga's favour. Last edited by roondar; 11 April 2024 at 15:17. |
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#947 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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#948 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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this project should be "open source" so, more than one, could code, add gfx and sound
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#949 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Not to be the party pooper here, but if we haven't managed to get this started over 47 pages, I see the chance of somebody taking this up and creating it on page 48 as extremely slim...
![]() It's fun to talk about it as a theoretical subject, though. |
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#950 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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@Tigerskunk
It is very fun to talk about possible ways to do it! I won't be so impossible to do a "small" playable demo |
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#951 | ||
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 233
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Well, using an emulator it's easy just to "activate" 16 MB of RAM (2 MB overlapped by the ROM) but on the hardware side 4 MB RAM is the maximum without any soldering/modifications (AFAIK).
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#952 | |||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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To be fair, line strips without gaps can probably be done quicker on Amiga Blitter as well than standard blits. Though it would be a pain to set up (blit both edges @ 4 DMA cycles per word, then the rest as a copy blit @2 DMA cycles per word). Quote:
As for DMA samples. It's an advantage, sure. But then again, streaming samples from Fast or Slow RAM in real time is not that much of an issue. Can be done for a quite low CPU overhead. GFX from Fast or Slow RAM is more complicated, for sure, as the data rate tends to be far higher. |
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#953 |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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#954 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#955 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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Do i have to remember you the Rygar odissey? BTW if i was Sandruzzo (but am not) i would finish the OCS/ECS version too, even only with 32 colors ^^
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#956 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,954
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#957 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#958 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#959 | |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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From what I've seen of most projects that are in progress here, all premature exposure appears to accomplish is piling more pressure on the person who is undertaking the task, which is more often that not extremely unhelpful. |
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#960 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Best is when ports come out of nowhere. Like the great Sonic Mastersystem to C64 port. Probably the best way to do it.
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