[Woke up this morning, put the Akira soundtrack on, found out]
[my board had picked up rec.arts.anime. It's gonna be a good]
[day! WRITE ME! wsi...@online.oau.org ]
[ ]
[ Amiga to the Bitter End ]
WS> Being somewhat new to the field of amiga programming, I have to ask:
WS> Does anyone out there know if it's possible to emulate the chunky pixel
WS> effect without Akiko onboard? [I'm considering working on a wolf3d
WS> clone for the 1200]
KickStart 3.1 (V40) is said to have (a) ROM function call(s) to handle the
chunky<>planar conversion. The good thing about this is, that it is combined
with another feature of 3.1, i.e. auto-sensing what the system-configuration
is.
Simply said, this means that the ROM will emulate the Akiko chunky<>planar part
(it does more than just that, but it's its most famous feature) by means of the
processor. This is also why the CD남-upgrade board for the A4000 series (yet to
be released by C=) will not even have one on-board, since the 68030 and '040
series of processors are more than capable of handling the conversion by
themselves and doing all the '020 in the CD남 does in the same timespan.
The obvious downside to this software-emulating approach is, of course, the
speed. Especially on a vanilla A1200, the speed will not be great, not to say
unbearably low. So you'd be writing your Wolfenstein clone for rather high-spec
machines, with at least a 68030 and Kickstart 3.1 :-((
So long mateys,
/|/| ___ /|/|
/ / |aarten |er / / |ors
Well, you could always write it for those of us Amiga users that actually have
a chunky pixel capability. You all know who I am talking about... Picasso,
Retina, Spectrum owners! That would be great! 256 colours, texture mapping, yum!
Hell, why bother to do a wolf clone, get stuck in at the top and do a DOOM clone
instead!:)
Happy Noo Year!
Ben
--
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|"Why? Because I can..." | Amiga 3000T, 14MB RAM, Picasso II, VLab, CDTV, |
| | .5GB Hard Drive Space, 250MB Tape Streamer, NEC|
| Ben Vost | 4FG, Supra 14.4k, JX100, loadsa software... |
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|Email B...@subway.demon.co.uk Tel/Fax/Data: (+44) 081 567 4623|
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I'm not sure if Maarten means the graphics.library WritePixelArray8(),
ReadPixelArray8() and related functions, but they handle
chunky<>planar conversion and have been available since KickStart 2.0
(V36).
--
Peter McGavin. (pet...@maths.grace.cri.nz)
PM> KickStart 3.1 (V40) is said to have (a) ROM function call(s) to handle
PM> the chunky<>planar conversion.
PM> I'm not sure if Maarten means the graphics.library WritePixelArray8(),
PM> ReadPixelArray8() and related functions, but they handle chunky<>planar
PM> conversion and have been available since KickStart 2.0 (V36).
Er....well, I don't know what I mean, actually :)) I just heard from a
developer that the Akiko functions could be emulated by software when needed, in
V40 that is. It seems like a logical thing to do, since the CD32-upgrade for
the 4000 will not have this chip.
However, I can't test this, as I 'only' have 3.0 :-))
G'bye everyone,
/|/| ___ /|/|
/ / |aarten |er / / |ors email: maarten....@aobh.wlink.nl
KS 3.1 (V40) detects whether or not your Amiga has the Akiko chip. If
not then the function is performed in software. Earlier versions
(V36 - V39) do not check for Akiko and therefore ALWAYS do it in
software.
Juergen
>Juergen
* DREAM MODE ON ??*
I think the best way to implement chunky pixels would be to have
two address decoders into the same memory-area, which would thus be
mapped into two separate address spaces. When writing to one address
space everything would work normally, i.e a byte written would end
up in one mem-chip, but writing to the other address space a byte
would be split into 8 mem-chips (one bit into every chip.. this would
require some buffering registers before the chips, so other bits in the
chip wouldn't be corrupt). This way one would have the benefits
of both chunky and planar architectures.
To get the most out of this arrangement, the "special" memory area
should be automatically copied into CHIP mem (not using the processor).
This copying would take up almost all CHIP mem cycles left for the processor,
so some ordinary FAST memory should be added to this design also.
To speed up special effects, e.g Gouraud shading, this "special" 8-bit (8
mem chips) memory could be accessed with long words, so that only the UPPER
8-bits of the long-word would be written -> the lower 24-bits can be used
as the decimal part of a 8.24 fixed point number.
The only difficulty I've come up with this design is that external
cards don't have separate address/data buses to CHIP mem and to the
processor.. -> the idea of automatically copying the "special" memory
into CHIP mem while the processor is free doing other things in FAST
memory doesn't work.. (I don't even know if an external card can access
CHIP mem at all..)
* DREAM MODE OFF *
- Kasimir Blomstedt, kblo...@vipunen.hut.fi
Juergen
Yes. And the akiko address isn't fixed, it is in gfxbase.. That is, programs
must read the address from there.
So one could build a chunky-to-planar converter, then just set the right
address to gfxbase..
--
PROC main();DEF a,b,c;b:='** email: tsu...@lut.fi **';Vprintf(a:='P'+
'ROC main();DEF a,b,c;b:=%lc%s%lc;Vprintf(a:=%lcP%s%.69s%s%s%lc,%lc[c:'+
'=39,b,c,c,b:=[$%8lx,0],a+1,b,a+70,c,10,^b,10]);ENDPROC/*E .sig!*/%1lc',
[c:=39,b,c,c,b:=[$272B0A27,0],a+1,b,a+70,c,10,^b,10]);ENDPROC/*E .sig!*/
Of course! Even the address of the register has not to be nessesary to be
the same as in the CD32, since the location has to be stored in the graphicsbase.
In fact even the those people who are "hitting the hardware directly" :) get
the address from there... hahaha
Florian
... and are dog slow. But since V40 there's WriteChunkyPixels() and it's
a) faster
b) uses the chunky-conversion-chip in Aikiko if it's there.
Ciao,
Arty
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