18 August 2018, 20:00 | #1881 | |
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All sprites use same size (global size select bits in FMODE) horizontally. Nothing prevents you to change size with the copper but you won't gain anything useful because sprite width does not affect DMA usage. 16 pixel wide = uses normal 16-bit DMA cycles (1x bandwidth). 32 pixel = AGA-only 32-bit wide bus cycles (2x bandwidth). 64 pixel = double 32-bit bus cycles (4x bandwidth). (Annoyingly only bitplanes and sprites support 2x/4x bandwidth) Attachment works identically. Odd and even sprites have separate color "bank" selection (0=colors 0 to 15, 1 = colors 16 to 31, 2 = colors 32 to 47 and so on.. OCS/ECS is hardwired to "bank" 1) AGA sprites also have global resolution setting, independent of bitplane resolution. |
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18 August 2018, 21:52 | #1882 |
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They are exactly like OCS sprites apart from being 16, 32 or 64 pixels wide. The setting is for _all_ the sprites at the same time.
What changed with AGA was that you could select fetch mode to be 16 or 32 bits wide, and do one or two back-to-back fetches in the old 280ns timeslot that OCS dictates. This reflects itself in sprites being 16, 32 or 64 pixels wide. You attach them like with OCS, and they have exactly as many colours as with OCS. Just wider. There is an oddity in that the control words will now also have to be the same size, so you need to pad out with zeros - I don't know if anyone has checked to see if the pad data has any effect. What is not so nice is that the display fetch hw was not made as flexible with AGA so if you are sideways scrolling it can eat 4(?) of your hw sprites when using the new fetchmodes for the display itself. There are also no new SPRxDAT registers so you can only manually display them as the old 16 pixels wide. Last edited by NorthWay; 18 August 2018 at 21:53. Reason: space |
18 August 2018, 22:08 | #1883 |
Pixel Vixen
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Thanks Guys this is super helpful or rather really interesting. Yes sorry forgot Amiga sprites can be any height, had my NES/SNES head on.
It does seem AGA in terms of sprites was really quite hamstrung but sadly I always felt the Amiga's sprite capability was a weak point. Especially once the PC Engine (ok that's borderline once you reuse sprites on the Amiga), Mega Drive and heaven forbid the X68000 and NeoGeo rocked up. |
18 August 2018, 23:19 | #1884 | |
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19 August 2018, 00:46 | #1885 | |
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AGA was rushed, and a missed opportunity. |
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19 August 2018, 01:05 | #1886 | |
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As for setting different widths, there's no need as pointed out. You can simply use 16 pixel wide data in a 32- or 64-pixel-wide sprite channel with no performance penalty, leaving the rest of the sprite blank (colour 0). Once the handle is set appropriately, it will behave no differently from an ECS sprite. |
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19 August 2018, 02:23 | #1887 |
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19 August 2018, 03:57 | #1888 | |
Moon 1969 = amiga 1985
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ps whdload team if you need help to test cdda functions, ask me if i can help... It will be a pleasure. |
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19 August 2018, 21:21 | #1889 | |
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Amiga questions you've always been too embarrassed to ask
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Oh lord you again with the same question. Playing cd and game sound On a 1200 isn’t trivial. Cd32 games send commands to AIKIKO to play the cd audio. The cd player plays it and mixes it via analog after paula for the final audio output. There is no easy way to intercept these commands because every game doesn’t necessarily use the proper cd.device (which is where you could easily intercept the calls if they all used the system device) some bang akiko directly. You would need to modify, patch each cd32 whdload game. Just say you were able to intercept the calls.. the next problem is you need enough dma,cpu time etc to read the data from the hdd for the cd audio... just say that is even possible (which for a number of games it may not be) then how do you play it.. The games expect to use all the audio channels. The only way to mix the audio would be to rewrite the hardware audio routines to a software mixer that then played it via paula or ahi. Do you understand that requires a lot of cpu time and completely rewriting the audio engine of each individual game? In short its just not feasible... Sent from my iPad using Tapatalk Last edited by Vot; 20 August 2018 at 00:55. |
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19 August 2018, 21:55 | #1890 |
This cat is no more
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what is doable (with some work!) is to add CD music on games with music OR sfx on a real CD32. On standard amiga, no way.
You cannot compare Amiga to a modern PC which is a CPU beast. Try to run Pacman on MAME on a 68060 you'll see how it crawls. On a PC it takes a few % CPU, it takes a few CPU to mix a lot of channels & resample them too. Not the same approach. BTW it's AKIKO not AIKIKO |
19 August 2018, 22:40 | #1891 |
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Amiga questions you've always been too embarrassed to ask
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20 August 2018, 12:29 | #1892 |
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20 August 2018, 13:00 | #1893 |
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Hi
i tested virtual sprite structure. coded ansi c language. i use vbcc for compiler.Result was trouble. i change arrow colors. Other spriters sometimes changed color.Maybe could code more optimise .Or i can use assembly language. This video [ Show youtube player ] |
20 August 2018, 20:54 | #1894 |
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21 August 2018, 06:20 | #1895 | |
Moon 1969 = amiga 1985
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24 August 2018, 09:41 | #1896 |
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How does Oxyron Patcher managed to get faster speeds on 68040/68060 Amigas, than the official AmigaOS 68040.library?
If Oxyron Patcher is rewritten with today's assemblers and the better knowledge of 68040/68060 undocumented features/instructions, will it make the old machines perform faster? Can I lend some bitcoin miner's rack to search for the best optimised 68K code for Oxyron Patcher or 68040.library, so we get the best case scenario for the slow patched instructions or even patch all the previous Amiga 68K software code to perform faster? |
24 August 2018, 13:45 | #1897 |
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I think MMULib system + MuRedox by Thor is the best patcher. http://aminet.net/util/libs/MMULib.lha http://aminet.net/util/boot/MuRedox.lha .
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24 August 2018, 19:26 | #1898 | |
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This is more advanced v46.4 (same library) http://aminet.net/package/util/libs/MMULib |
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25 August 2018, 12:55 | #1899 | ||
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25 August 2018, 22:44 | #1900 | |
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