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Author Topic: Amiga Vs Neo-Geo (scaling and rotation)  (Read 12867 times)

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Offline bbond007

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Re: Amiga Vs Neo-Geo (scaling and rotation)
« on: September 27, 2011, 10:50:03 PM »
Quote from: Psy;403029
The AGA was a bit more then a bug fix but anyway back the Amiga ECS chipset can kinda hold it own against Sega's System 16 arcade board (games like Outrun and Space Harrier were not on the System 16 boards but on dual 68000 boards were one 68000 did the scaling and rotation) so one would assume the Amiga in the 90's would be still be able to hold its own against arcade boards of the time as game consoles of the time was narrowing the gap.

It has 4x the bandwidth of OCS the bandwidth and supports 8bit in all modes. Thats more than a bug fix. ECS on the other hand was underwhelming.
 

Offline bbond007

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Re: Amiga Vs Neo-Geo (scaling and rotation)
« Reply #1 on: September 27, 2011, 11:43:19 PM »
Quote from: Digiman;661602
Except using an 8 bitplane method for 256 colour screens pretty much used any new bandwidth increase. 8 bitplanes and no byte per pixel mode clearly shows AGA was a quick fix as the speed was affected badly due to this omission. Byte per pixel VGA was 4-5 years older than AGA too.

I totally agree. From a programming standpoint one pixel = one byte just is so much simpler. I can't believe somebody in the AGA process did not think... now that we support 8BPP 256 color mode and a pixel is now one byte, why don't we just... Accessing the AGA's 256 color registers was rather funky as well.

I'm a software guy though :)

Perhaps that is why the Ranger only supported up to 7bit mode, because when you get to 8 the design does not make sense.

I believe the C= 65 had chunky pixel mode...
« Last Edit: September 28, 2011, 12:02:16 AM by bbond007 »