05 July 2017, 19:07 | #121 | |
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but please,if you can, explain me what you will do with "sprites drawn in fast RAM by CPU"? How you will put it in screen (move it to chip RAM)? How much bus time and CPU time it (transfer from fast to chip ram) will cost? |
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05 July 2017, 19:41 | #122 | |
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OTOH the source code is not yet fully relocated so it would need some additional work to find all address locations. This makes it quite hard to get it working at a different location than the original first megabytes of RAM. |
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06 July 2017, 01:10 | #123 |
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We don't need CPU to do Blitters' job. We need CPU to go as fast as possible. With FAST RAM we can do thata
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06 July 2017, 06:44 | #124 | |
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06 July 2017, 07:05 | #125 | |
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In this context if the Blitter does the drawing then the CPU will sit most of the time idle waiting for the end of the blit. To leverage the parallelism we have to balance the load between the two. An idea can be: have the CPU render the sprites (my understanding is that Anima already implemented compiled sprites) with the background already there. This will require N>2 memory access for each 16 pixel row. So it is compelling to do it in fast RAM without bus contention. When done the CPU will copy these "tiles with sprites on top" in Chip RAM. This can be pretty efficient since is almost contiguous memory. It will also copy new tiles in the LRU tile cache in Chip RAM. In the meanwhile the Blitter is working on the frame F-1, drawing animated tiles, tiles entered by scrolling, and merging the second layer of tiles. Plenty of work. It should be faster compared to do everything with the 68k. People smarter than me could even figure out clever ways to split the work. Hope it makes sense. |
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06 July 2017, 08:21 | #126 | |
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06 July 2017, 11:08 | #127 |
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I was wondering if with 256*192 32 colors screen and 20-30% smaller bob, we can have Final Fight at 50hz scrolling and 25hz bobs..
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06 July 2017, 11:51 | #128 |
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For games like Final Fight, scrolling is the least important thing. You need the game engine running at 50Hz, i.e. the sprites.
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06 July 2017, 12:49 | #129 |
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06 July 2017, 13:37 | #130 |
CaptainM68K-SPS France
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06 July 2017, 15:19 | #131 |
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06 July 2017, 17:28 | #132 |
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This thread is really interesting.
Anima work is excellent. What I think: A500 can be challenging and the final result disappointing.. I'm for an A1200/030/8+MB conversion, with this specs a really good conversion can be made. But not a one man work.. The various scroll/sprite/blitter_objects routines need to be (re)written, the game logic also. The same for graphics/audio. We need some unemployed talented people [I'm alway in a chronic 'lack of time' situation..] Bye, ross |
06 July 2017, 18:33 | #133 |
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Yes Anima did an awesome job, there's no tale to tell on that matter.
When i see Ghouls'n'ghosts like that, i see Strider, i see Final Fight. the Ste version, even without the back layer is already so awesome to look, and it moves very good ! Frankly, what a surprise ! |
06 July 2017, 19:31 | #134 |
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We need to do a port that wasn't already done...
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07 July 2017, 11:24 | #135 | |
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Here you have Metal Slug running on standard 16MHz Falcon (Anima mention that it could be faster since there are some unnecessary clearing): [ Show youtube player ] and here is same Metal Slug running on Falcon with Phantom accelerator (25MHz original CPU and BUS): [ Show youtube player ] judging by this videos, I would say that it will be quite playable on 50MHz 68030. Last edited by kovacm; 07 July 2017 at 11:30. |
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07 July 2017, 12:58 | #136 |
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The Neo Geo has sprite scaling though, so it's gonna be hard to port those games to any system that can't do horizontal scaling in hardware.
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07 July 2017, 13:01 | #137 |
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hm... I am not sure if you did not understand what I wrote: Anima already did it. Yes, some games are super slow but some could be playable on 50MHz 68030...
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07 July 2017, 14:21 | #138 | ||
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Bye, ross |
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07 July 2017, 14:41 | #139 |
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@ross you are right - emulated but I was referring on 500MB archive for Falcon.
and if you can not imagine how Metal Slug would look like at 50MHz then click on "Settings" on youtube and choose "Speed: 2x" btw problem is that this would not work on Amiga right away since you have only 2MB of chip RAM for graphics and you would need to copy data from FastRAM all the time. What is speed of fast>chip copying with 50MHz 68030 on AGA Amiga? |
07 July 2017, 17:20 | #140 | |
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in all Amiga systems chip ram access is fixed (so even the fastest accelerator cannot exceed some speed). It's accessible for the CPU every 2CCK so every 1/(3546895/2)=563,87ns (32bit at a time for AGA). This corresponds to a maximum transfer of (1/563,87e-9)*4/2^20=6,765MB/sec (comma is a decimal separator, european mode). But this is only theoretical: impossible to make a stream from fast to chip without recharging somehow CPU registers and all DMA need to be off.. Moreover fast/chip interface does not run at full efficiency in most accelerator boards. Typical 80-90% is the case. I've made a simple test: a 16x movem.l d0-a7,(a0) (a0 in chip) so a burst of 1KB data from CPU (all DMA off). This got me a time of ~535CCK -> ~(1/3546895)*535 -> ~150us -> ~6,47MB/sec. If you need to copy from fast, have 8bpl+sprite+audio DMA and code that make something, figure a minimum /2 performance so if you got ~3MB/s you are lucky 3MB/sec equal to 3072/50frame~=60KB/frame If your game view is 320*256*8 you need ~80KB/frame... What can be done: - parallelise CPU/blitter usage (for 030 there is some gain) - restrict view - make a 25fps game - write a great fast/chip data mover (there is some Kalms c2p 8bpl/lores which reaches 83kB/frame, but with a 060/50Mhz..). ross Last edited by ross; 07 July 2017 at 20:20. Reason: better english (?) |
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