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- Newsgroups: comp.sys.atari.st
- Path: sparky!uunet!inmos!fulcrum!bham!warwick!pavo.csi.cam.ac.uk!cpb1001
- From: cpb1001@phx.cam.ac.uk (C.P. Brown)
- Subject: Re: A1200 versus Falcon 030 once again (FAQ?)
- Message-ID: <1993Jan28.132918.2596@infodev.cam.ac.uk>
- Sender: cpb1001@cl.cam.ac.uk (C.P. Brown)
- Nntp-Posting-Host: stonea.cl.cam.ac.uk
- Organization: U of Cambridge Computer Lab, UK
- References: <1jooboINN28i@escargot.xx.rmit.OZ.AU> <C1GrMM.C2C@sunlab1.bath.ac.uk> <1993Jan26.222138.21584@infodev.cam.ac.uk> <1993Jan28.084838.15709@dcs.warwick.ac.uk>
- Date: Thu, 28 Jan 1993 13:29:18 GMT
- Lines: 36
-
- In article <1993Jan28.084838.15709@dcs.warwick.ac.uk>, leo@dcs.warwick.ac.uk (Leo Hendry) writes:
- |> I have heard programmers say more than once that it is just too much hassle
- |> using some of the Amiga's hardware (and naturally, too slow when used through
- |> the OS, which is the only compatable way), and they much prefered a machine
- |> with a processor fast enough to handle things itself (ie STs).
- |> I was looking through an Amiga manual some time back now, and I from what I
- |> remember, all the hardware can do is draw horizontal lines. Now while this
- |> is exactly what is needed by most polygon drawing routines, unless the polygon
- |> is very large the setting up of the coprocessor takes longer than embeded
- |> 68000 code would to draw the horizontal lines. If you access the hardware
- |> through the OS (Which is now the only way because CBM no longer document the
- |> new chipsets at a hardware level), then you would have to have a gigantic
- |> polygon for it to be faster using some coprocessor or other.
-
- Well in use this doesn't actaully seem to be the case. I have a program, written
- in compiled BASIC on my 1200, which uses the AmigaDOS Graphics.library to bulid
- up shapes from filled triangles using the blitter, and it is incredibly fast. It
- also uses a negligible amount of processor time and any other programs I'm
- running (including 25fps animations) still run at full speed. The point is that
- if you use the Co-processor to perform your effects, the processor is still free
- to perform other tasks.
-
- |> Sprites are a different matter though - from what I remember they are
- |> overlaid on the screen memory by the video circitry with out taking any
- |> processor time or changing the screen memory. As has been said this makes the
- |> Amiga far, far better than the ST for those moronic Super Mario-type games
- |> that 5 year olds seem to like to much.
-
- Actually, the hardware sprites tend never to be used by games, which rely on the
- blitter to produce software sprites. They are, however, used quite a lot under
- AmigaDOS. The mouse pointer is a sprite, and SoundTracker and MED type programs
- tend to use them as equalizer bars. They are quite good in these circumstances
- since, as you correctly point out, they are overlaid on top of the screen, and
- can have their own resoloution and palette.
-
- Chris Brown
-