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Author Topic: Amiga Coldfire project dead?  (Read 31119 times)

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Offline Louis Dias

Re: Amiga Coldfire project dead?
« on: November 17, 2010, 07:41:00 PM »
Quote from: Trev;592548
Why not build hardware-based dynamic recompilation (or translation) into the execution pipeline, i.e. an MC68000 compatible ISA that translates only the necessary bits to the ColdFire ISA (the "microcode," so to speak). Could such a solution be faster than a complete recreation of the MC68000 ISA in an FPGA? Or could a solution that translates from one ISA to another, e.g. MC68000 to ARM, be just as fast or faster?


FPGA-based solutions seems to be the best if one insists on 68K compatibility., look at the NATAMI/Minimig/ActionReplay boards.

See the long thread regarding Minimig-AGA core performance relative to a classic Amiga.

Natami in particular already has a cached memory interface that uses DDR2 in burst mode all the time.  This will allow Natami's blitter to be 100x faster than a classic.  Switching back away from cpu blitting will be necessary since accelerated Amigas' cpu could blit faster than the stock blitter chip.  This will not be the case with Natami.  The goal for Natami cpu is in the 100-150Mhz range however the memory interface will make it seem even faster.
 

Offline Louis Dias

Re: Amiga Coldfire project dead?
« Reply #1 on: November 18, 2010, 04:54:11 PM »
Quote from: Karlos;592803
Amen to that, was such a waste. Just being able to write to the chip ram by itself would have made it so much more useful. After all, if you are doing software texture-mapped 3D type stuff, you are going to want to have your accumulation buffer in fast ram. You might just get away with reading that to a set of registers once per frame. However, the amount of shuffling you actually had to do with akiko rendered it all but pointless.


I think the point of Akiko was for reading bitmaps from disk to facilitate ports.
For instance, Doesn't Wing Commander contain PC graphics?
So now when you load a bitmap, you push it thru Akiko, now its in Amiga planar format and now you do whatever you want with it.  There is no point in keeping it in chunky format and constantly converting it in real time.

I don't think it was meant for any realtime use.

So let me be clear:
A game typically has most of it's graphics in RAM.
The graphics are on disk in chunky format initially.
The game initialized it's 'level' and begins loading all the images it needs.
Each image it read and processed to planar and stored in RAM.
Now your game engine has all the planar graphics it needs to run, start the level.

So, no, Wing Commander was not doing C2P on the fly to my knowledge but only when intializing a level.