18 November 2021, 11:59 | #761 | |
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18 November 2021, 12:02 | #762 | ||
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18 November 2021, 12:08 | #763 | |
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Just taking the higher bits of the CLUT entry and treating them as lower bits is relatively simple and involves no calculations just "wiring". But 4 shades would involve some more complicated operations, if you do not want 3 of them being just black. |
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18 November 2021, 12:22 | #764 | ||
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Even at a relatively high price in the first two years ... accompanied by a low-cost game-console-version (same chipset but no remote, cheaper drive and case ...) in 92. I guess this would have blown away the console market at this time. *) with some FastRAM |
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18 November 2021, 21:19 | #765 |
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Take spreadsheet and simulate what color you get if you changing UV at the same time, besides UV are usually +-.5 max values so lets assume you have U=-.2 and V=.3 - then you modify by single bit on plane 6 some predefined value - simulate this situation and verify what kind of color you can get...
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19 November 2021, 04:50 | #766 | |
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In 4-bit values (1-16) YUV notation Leaving Y constant at 8 shifting U and V by one (division by 2) 8 16 8 is: 8 8 4 (UV/2) is: or 8 6 16 is: and 8 3 8 (UV/2) is: Try it yourself: https://www.mikekohn.net/file_format..._converter.php Last edited by Gorf; 19 November 2021 at 15:32. |
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19 November 2021, 09:12 | #767 | |
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The secondary colours seem pretty random to me (meaning they don't seem to fit an algorithm like the brightness bit easily does) but perhaps one could indeed fake a (rather gaudy) 64 colours palette because the extra set of coulors that is indirectly derived from the primary palette will likely fall into gaps between the freely defined colours. I wonder what a graphician would say about this. My impression is that they tend to define some primary colours and then define shades of those colours with e.g. a few more shades for greys and blues and less shades for reds a.s.o. |
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19 November 2021, 10:46 | #768 |
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sharing a palette between sprites (which limits to 4 color palettes, each palette is shared by 2 sprites). That is super annoying.
Old 1980 arcade games hardware like Pacman etc.. have 6 sprites (probably 16-bit wide, like the amiga) so 2 less than the amiga which has 8, but the colors are separated. So for instance on Pacman you can have 4 ghosts and pacman (plus another sprite for score or whatnot). On amiga you can use sprites for ghosts, but then for Pacman you have to use a bob because yellow isn't in the ghosts palette. So re-creating even simple games like old arcade games requires the blitter, masking, cookie-cutting, etc... |
19 November 2021, 15:32 | #769 | |||
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I actually used 1-16 here - fixed that in the comment now. You can do -1 on every value, if you prefer 0-15 Quote:
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define 5 shades of purple and get 5 shades of green "for free". and so on |
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19 November 2021, 22:29 | #770 |
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Nope, use spreadsheet, perform proper error processing (this cost a lot of silicone unless you decide to use some LUT and LUT's can cost also a lot on silicone). It is not easy to design such color output with necessary offsets and scaling coefficients to get valid RGB from YUV. Check original equation for YCbCr - they are only scaled but they not prevent to go RGB value negative so you need additional block able to cope with such cases... Don't forget that at the video output you can't produce bad voltage - all displays expect video between 0 and 1V (sometimes between 0 and 0.7V).
As i said before - it is very easy to use abstract language where arithmetic is performed with floats and it is easy to deal with all problems, also higher bitdepth allow to mask/hide some issues however in 4 bit arithmetic in 1984 some issues can be really challenging. My goal was to show you that your request from chipset designers to use YUV color space need to be analyzed for pros and cons and as i'm aware of YUV limitations then i don't think that this will be particularly good idea. Of course it would be nice if Amiga can perform some operations by HW in YUV space so for example MPEG could be less CPU intense but still - your example shows that those colors will be completely random from average developer/user perspective and to control them you will be forced to use special approach where current implementations albeit limited is pretty obvious. Hope it is clear now - i fully understand decision about abandoning YIQ and choosing RGB it is best thing that happened to Amiga - less functional HAM is minimal cost worth to pay especially as mentioned earlier - it has no practical use due bus saturation with 6 bitplanes active. To be usable Amiga should have way faster CPU and different DMA cycles (at least twice faster RAM clock) |
20 November 2021, 10:57 | #771 | |
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Well there wasn’t really (affordable) faster DRAM available in 1984/85… some Japanese producers and Inmos in UK had some DRAM with a RAM cycle below 200ns so 10.6MHz (3 times 3.5) for the CPU and 5.3 MHz DMA slots would have been the next logical step and the maximum of what would have been possible Last edited by Gorf; 20 November 2021 at 11:49. |
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20 November 2021, 13:14 | #772 |
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A couple of annoying features of my A2000: The proprietary RGB output connector - I'm not sure whether the PC style VGA connector was already an established standard, but if so, this would have certainly helped. The 15kHz horizontal time basis was probably the best they could do back then, and something CBM tried to address with ECS and "productivity", but the result was not very useful - the available bandwidth on the chip mem bus was too small to make this a "productive" mode.
Last but not least: Why is the power switch at the back of the A2000? This is just annoying. It should have been wired to the front. |
20 November 2021, 13:38 | #773 | |
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And with 1 bitplane it is not more demanding than the normal Workbench mode. (Atari fans constantly praise the monochrom high res mode of the ST and there were in deed a couple of productivity applications making good use of it…) Edit: With a theoretical 10.6/5.3 MHz a 640*350 EGA-like mode with two bitplanes would have been possible - and many monitors supported this back then. |
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20 November 2021, 17:14 | #774 | |
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That's true, but for sequential access DRAM was faster already then. The Acorn Archimedes made extensive use of that, and earlier the Sinclair Spectrum(!) used page mode to read bitmap data and attributes in character mode without the need for a second bus like the C64's color ram. Probably the Acorn Electron with its 4-Bit memory bus also used some similar access scheme. But for some reason, outside of the UK that technique was seldomly used... |
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20 November 2021, 19:56 | #775 | |
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My opinion is clear not something else - not trying to change your view - if you try to do some exercise with real numbers (formulas) in spreadsheet then you will see some limitations of YUV-like spaces. I'm not against YUV but i appreciate RGB in Amiga.
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It is important to remember that Lorraine was designed around 4464 chips and some of them (for example TI) are equipped with page mode but nothing like this was used in ICS/OCS/ECS. If Amiga was designed only 2 years later then we may expect twice faster DRAM - 1985..87 was kind of breakthrough in semiconductor (outcome of Reagan SDI where sub 1um semiconductor technology was founded). |
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20 November 2021, 22:32 | #776 | ||||
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VGA didn't exist until April 1987, and even then it wasn't clear that it would become a standard. Most analog monitors before that were using either a 9 pin D or separate BNC connectors for each signal. IBM's PGA adapter - released in 1984, used the larger DB15 connector. But this graphics card was not widely adopted, and it would not have been useful anyway because its pinout didn't support the features required for the Amiga. If the A1000 used a 15 pin connector for video it would have needed yet another connector for genlocking etc. Today 23 pin D connectors are quite rare, but in 1985 they were readily available. So there was no reason not to use a 'proprietary' connector, and a good reason for using a 23 pin D over the more popular 25 pin - it prevented users from accidentally plugging in the wrong cable. Quote:
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Unfortunately the Amiga's Workbench and most apps wanted at least 4 colors to look 'pretty', so the incentive to use ECS in monochrome was low. But the biggest problem with ECS was that it was introduced with the A3000, which didn't need it because it had a built-in flicker fixer! Quote:
Personally I never had a problem reaching around to the A2000's power switch. It felt solid and reliable compared to the front-mounted mains push-buttons of typical PCs, and didn't feel like you were launching a missile like those huge PS/2 power switch levers did. |
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20 November 2021, 23:06 | #777 |
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DB23 carry signals not present in VGA standard - like external system clock with strobe, CCK output, digital and analog video and power lines - as such it is truly versatile video connector. You can for example feed externally variable system clock - used in Mac emulator to simulate variable speed Mac floppy or you can very nicely solve synchronization problem in for example TV studio's (so additional plus to external H and V sync trough ERSY bit).
Atari ST 640x400 mode should be possible with more than 70Hz so flicker less annoying especially on CRT's with long persistence phosphor (as dominant type on PC market in 80's), VGA, especially SVGA moved CRT's to different, short persistence type phosphor especially in 90's. ECS provided possibility to do this in non interlaced way and bus bandwidth is comparable between Atari ST and Amiga (as they use same technology of DRAM). And switch could be arranged like many PC makers made - they use ISOSTAT-like power switch and pusher/taper - so way less clunky solution than IBM (seem IBM designed machines in fashion to survive nuclear blast). |
21 November 2021, 01:57 | #778 | |
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I need to do some research on this … I was under the impression page mode was introduced around 87 or 88. (Which still would be early enough for the A500 and A2000) But if it was already used in the Electron and Spectrum this is clearly a missed opportunity and qualifies as "did not get right from the start". |
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21 November 2021, 07:59 | #779 | ||
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But what if they had used page mode? A DRAM rated for 150ns access time has a typical normal cycle time of 260ns. With 'page' mode it might get 155ns cycle time, but only for the second and subsequent cycles. So two cycles would be 260ns + 155ns = 415ns or 208ns per cycle. Clearly this is not fast enough to double the bus speed from 280ns to 140ns. To make page mode useful you would have to use 'premium' (more expensive) DRAMs with a shorter access time. In those days RAM was a large part of the cost of the machine. The A1000 only shipped with 256k of 150ns DRAMs, and they were not page mode capable. 'Fast' page mode was introduced in 1986. With this and a faster access rating you might be able to double the bus speed. However by this time the OCS chipset's design was 'baked in', and fast page mode might have been difficult to add without breaking compatibility. But hey, why not do it? Then Commodore could tell all those A1000 owners that their machines are redundant now so they will have buy the 'next generation' if they want to run the latest software. Then do it again next year. Massive profits guaranteed! Quote:
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21 November 2021, 10:00 | #780 | ||||
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That's a bit what I was afraid of. Quote:
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That is one solution, a soft-power button. Another solution would be to connect the switch with a pole to the front, an even better solution would be to layout the PCB differently and place the video slot in parallel to one of the expansion boards (as they did later on), and move the power supply to the right hand side. The overall layout of the A2000 is somewhat clumbsy and not well thought-about. |
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