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- Newsgroups: comp.sys.atari.st
- Path: sparky!uunet!spool.mu.edu!yale.edu!qt.cs.utexas.edu!cs.utexas.edu!hermes.chpc.utexas.edu!ewal235
- From: ewal235@chpc.utexas.edu (Rob McMullen)
- Subject: Re: Closed architecture harmful? Maybe.. maybe not
- Message-ID: <1992Dec15.004924.6261@chpc.utexas.edu>
- Organization: The University of Texas System - CHPC
- References: <11387@uqcspe.cs.uq.oz.au> <71396@cup.portal.com> <11419@uqcspe.cs.uq.oz.au>
- Date: Tue, 15 Dec 92 00:49:24 GMT
- Lines: 61
-
- In article <11419@uqcspe.cs.uq.oz.au> warwick@cs.uq.oz.au writes:
- >Sure, 2M would be lovely, but I'd hardly call 1Meg "insufficient", when
- >it is equivalent to 1000 32x32 256 colour sprites, or:
- >
- > 2 320x240 256 colour screens. (150K)
- > 200 32x32 256 colour sprites. (200K)
- > 200K Code (200K)
- > 25 1-second 10KHz 8-bit stereo sampled sounds (500K)
-
- A better choice may be the 320x240 True Color mode. (Disclaimer: all
- of this depends on how fast the blitter chip is.)
-
- While there are some advantages to the 8 bitplane/16 pixels per word
- structure of the 256 color mode, the 1 pixel per word no CLUT mode could
- actually be faster. (Screen clearing would be slower, since twice the
- amount of memory would be zeroed. However, usually only a subset of
- the screen would be cleared, and most of the game logic/sprite drawing/
- etc will take longer anyway.)
-
- Most drawing functions should be faster in True Color modes, despite
- the fact that twice as much data must be handled. Compare the work to
- plot a point: (using straight 68000)
-
- a0=screen
- a1=y offset list: *int [0-239], in steps of 320 or 640
- depending on screen mode
- d0=x
- d1=y
- d2=color
-
- True Color 256 Color
- ---------- ---------
- asl.w #1,d1 ; a lot more than 4 lines...
- adda.w 0(a1,d1.w),a0
- asl.w #1,d0
- move.w d2,0(a0,d0.w)
-
- Plus, the 68030 has addressing modes that should combine the four
- instructions into two. I didn't include the 256 color version, but
- a 16 color version (ST Low, 4 planes) that I wrote some time ago is
- 40 lines long.
-
- Lines and fills should be similarly fast, and sprite routines gain
- the additional advantage of not needing preshifting.
-
- So, a 1 meg game might look like:
-
- 2 320x240 True Color screens (300K)
- 100 32x32 True Color sprites (200K)
- 1 Code (200K)
- 20 1 second 8kHz mono samples (160K)
-
- =860K, with remaining for OS, etc.
-
- As I said at the beginning, if the blitter is really good then the 256 color
- mode may be faster. But, if programmers end up writing their own pixel
- routines, the True Color mode will have to be considered over the 8 bitplane
- version.
- --
- Rob McMullen ewal235@hermes.chpc.utexas.edu
- "In Gods We Trust. All Others Pay Cash." -- Steven Brust
-