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- Path: news.ios.com!usenet
- From: larrymb@gramercy.ios.com (Pacarana)
- Newsgroups: comp.sys.amiga.misc
- Subject: Re: Walker Case: two choices.
- Date: 21 Apr 1996 00:29:07 GMT
- Organization: Internet Online Services
- Message-ID: <2621.6684T1074T1264@gramercy.ios.com>
- References: <870.6672T1056T1991@gramercy.ios.com> <4kjh57$258@kaon.kuai.se>
- <1103.6677T1105T2826@gramercy.ios.com> <3176A93A.6860@brunel.ac.uk>
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-
- >Silly question time - what's Hombre?
-
- it was supposed to be what CBM had planned for post AAA. To the bestof my
- knowledge (which may be wrong at times):
-
- it was supposed to be both much less expnsive and hugely faster than AAA
-
- incompatible with previous chipsets, yet (if not for the possible loss of
- register based modes (very bad IMHO)) close enough for easy porting of even
- direct hardware games what with the playfields and copper and all
-
- be put inside of a HP PA-RISC CPU chip
-
- high end were to have a 2nd pure CPU PA-RISC without the custom stuff inside
-
- supposed to support real 3D, unlike the Playstation and Saturn, custom 3D
- geometry and other useful instructions added into the standard PA-RISC
- instruction set
-
- originally claimed to be a touch faster than Playstation
- all later claims I saw had it pegged at least as fast as U64,M2
- and probably a fair amount faster for 3D although considering the specs
- for those were so speculative at time and Hombre was only on paper this, in
- particular, may not be true, also who knows if it has as many 3D features as
- those
-
- supposed to have 16bit and 24bit chunky modes (possibly no 8bit
- register based mode, most disturbingly) in many resolutions, whatever that
- means
-
- supposed to allow up to 4 seperate 16bit playfields with hardware scrolling
- (lineby line through copper) and probably variable transparency between them
-
- blitter supposedly optimized more for the 16bit than the 24bit modes
-
- blitter supposed to have tons and tons of image processing effects built in
-
- probably no hardware sprites
-
- probably no audio integrated into the main custom circuitry (external DSP or
- something else for that)
-
- advanced copper
-
- supposedly easily inexpensive enough for a game console to have used it
-
- some sort of animation modes, HAM-ish like and also some sort of MPEG or JPEG
- animation connection
-
- lots of other assorted custom hardware effects which either I've forgotten or
- were never made entirely clear
-
- supposedly nearly to virtually finished on paper but no silicon passes yet,
- nor immediately ready for that, yet simulations already going to some
- extent, designer supposedly lost sometime shortly before the end of the
- auction because he couldn't hold out any longer or immediately afterwards when
- not hired by AT or something like that
-
- sounds pretty intriguing as is, never mind as a starting point, of course I
- don't know any of the hard performance numbers, suposedly the whole project
- was kept so hush hush that even the major CBM engineer players outside of the
- custom chip labs were pretty clueless about any really solid details on it
-
-