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- Path: sparky!uunet!cbmvax!chrisg
- From: chrisg@cbmvax.commodore.com (Chris Green)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: 1200 Hardware registers
- Message-ID: <38736@cbmvax.commodore.com>
- Date: 22 Jan 93 13:33:04 GMT
- References: <727543030.9552@minster.york.ac.uk>
- Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
- Organization: Commodore, West Chester, PA
- Lines: 50
-
- In article <727543030.9552@minster.york.ac.uk> amc-a@minster.york.ac.uk writes:
- >
- > I`ve read somewhere before that an `unofficial' HWRM for the 1200 is being produced.
- >Until then, I`ve sussed a few things on a friend`s 1200 which you might find useful (I don`t
- >have one myself (yet)):
- >
-
- Every reverse-engineered AGA doc I have seen so far only addresses
- the "easy" stuff.
-
- If you follow these reverse engineered chip docs, not only will you miss
- a lot, but your game/demo will run far slower than an OS viewport, because
- they have all left out support for 2x and 4x fetch modes, which is the "hard"
- part. If I followed your tips for creating a 320x200 7 bit-plane screen, the system
- would be 7/8 saturated (worse than 3 bitplane hires on the old system). If
- I used the OS, it would only be 7/32 saturated (better than 2 bit lores on
- the old system).
-
- It was faster for me to add AGA support to my 3d code by ripping out my
- custom copper list and replacing it with a double-buffered intuition screen then
- it would have been to replace it with new custom copper list code. And I have full
- chip docs in front of me, almost 2 years experience programming the AGA chips,
- a logic analyzer, access to the schematics for the chips & the guys that designed
- them.
-
- Difference in speed? Well, of course it got faster because it was now
- taking full advantage of the AA speedups. And it was a lot nicer because
- I could drag the screen around.
-
- I can't tell you how to program, but if you are doing real commercial
- programming, I advise you to think hard about your game, and whether it could
- be made to use the OS, or use the OS as much as possible, and whether it is
- worth having to rewrite all your code from scratch for the next chipset,
- and worth having your game ABSOLUTELY POSITIVELY NOT WORK on the next chip set.
- I know that these games typically only sell for a short period of time,
- and future compatibility is not considered a big issue, but it
- would be nice to be able to re-use some code for the next game, wouldn't
- it?
-
- Note also that it is possible to build different cheaper configurations
- of machines using the AGA chipset on which A1200 4x copper-lists won't work,
- but the OS's will.
- --
- *-------------------------------------------*---------------------------*
- |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f
- | Commodore-Amiga - uunet!cbmvax!chrisg n
- |My opinions are my own, and do not - icantforgettheimpression o
- |necessarily represent those of my employer.- youmadeyouleftaholeinthe r
- |"A screaming comes across the sky..." - backofmyhead d
- *-------------------------------------------*---------------------------*
-