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Author Topic: Minimig AGA 060 RTG  (Read 58647 times)

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Offline psxphill

Re: Minimig AGA 060 RTG
« on: July 11, 2011, 11:11:32 PM »
Quote from: kolla;649078
Not really, programs that work with AGA will also work with many of the new Super AGA modes.

Most if not all will work with P96 as well. Anything that doesn't, won't use any new super aga features anyway. So can be used on the AGA implementation
 
Emulating P96 allows you to use software that already exists, while natami will need new drivers. However I doubt you can use copper to get draggable screens and mid screen resolution changes etc. Plus natami is also talking about h/w 3d rendering, which P96 doesn't have.
 
What Natami is doing is redefining what the Amiga can do, which will need alot of software work. I'd love to see if, then hopefully someone can figure out how to make it cheap enough.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #1 on: July 26, 2011, 12:37:53 PM »
Quote from: billt;649129
Natami could make a new P96 driver for SuperAGA. I think that's enormously easier than making a clone of someone else's graphcis chip to save on driver writing.

Not really. Cloning one of the cards that there is already a P96 driver for is pretty trivial. The simplest cards are just framebuffers with very few registers. The emulation doesn't need to be very accurate, just good enough for P96 to work.
 
Extending AGA to the point where P96 makes sense (16/24/32 bit modes) etc is going to be more complicated to shoehorn it into the design plus you can't even see it until you have written the software.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #2 on: July 26, 2011, 11:36:51 PM »
Quote from: billt;651761
Do you convert the 5446 clone into the 680x0 bus that connects everything in Minimig now? (and thus have to redesign how some things in the 5446 work because it was designed for PCI) Do you make it PCI as the original was and then add a bridge between them?

You'd only need to make it work the same as the original graphics card, so it would be a zorro device.
 
I guess if you could use the AAA register layout then it would be cool, I like old hardware and adding new registers just seems wrong.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #3 on: July 28, 2011, 08:21:32 AM »
Quote from: yaqube;651747
It's much easier to write a simple P96 driver than clone an existing SVGA chipset

Did you get the official SDK for developing drivers or did you reverse engineer one?
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #4 on: August 12, 2011, 10:38:13 AM »
Quote from: yssing;654171
Would it be possible to make a scandoubler/flicker fixer for the A1200/4000 with A Picasso96 driver, using your new core?

No. You could put his 24bit graphics card code on a zorro3 board for the A4000. Or make an accelerator for the A1200 that incorporates it.
 
You may also be able to make a flicker fixer for AGA, but it wouldn't have picasso96 support for that.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #5 on: August 13, 2011, 03:54:46 PM »
Quote from: joemango;654424
Is there an image for the Replay that executes MAME in its entirety, or just single machines? If not, it must be possible, no? At least to the point you reach max density for a given machine type..

While it's possible for the Replay to be configured to emulate arcade hardware, you can't use MAME to do this. Someone will have to code the emulations specifically for the Replay.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #6 on: August 18, 2011, 06:54:00 PM »
Quote from: Heiroglyph;655220
This is correct, not all resolutions have square pixels. 1280X1024 is one of the most common that isn't NTSC 720x480 or PAL 720x576.

Whether a pixel is square depends on the aspect ratio of the monitor you're using as well as the ratio of the pixel resolution.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #7 on: August 22, 2011, 07:38:15 AM »
Quote from: Heiroglyph;655237
I meant that in general, a 1280x1024 screen is expected to be 4:3 display aspect which would have non-square pixels.

Tell that to all the people with 5:4 monitors.
 
http://www.tomshardware.co.uk/forum/4569-29-aspect-ratio-confused
 
Quote from: joemango;655551
Right. Definitely some work to be done there. But assuming the building-block coding structure of MAME I figure a system could be set up to load a specific set of IC cores for a given game onto the Xilinx and emulate on the ARM whatever you can't do in the FPGA (which I doubt is much, except what isn't written yet.) I'm figuring it should be able to at least run about 1994-vintage games at best (but what do I know?)


You'd definately be better off starting from scratch & emulating it all on the fpga. I don't think anyone has done a dynamic fpga image build based on what game you want to emulate before either.
 

Offline psxphill

Re: Minimig AGA 060 RTG
« Reply #8 on: August 24, 2011, 10:08:00 PM »
Quote from: Hattig;655711
The old CRT monitors were 4:3 and showed 1280x1024 as slightly squashed pixels or with less border at the top/bottom.
 
The 1280x1024 LCDs are 5:4 with square pixels however.

It would depend on how you adjusted the h/v size. If you want full screen and square pixels on your 4:3 monitor then the only very slightly different 1280x960 is the mode to pick.
I would expect anyone that is running 1280x1024 to have a 5:4 display or at black bars. If they are stretching it to fit a 4:3 display then they deserve what they get.
« Last Edit: August 24, 2011, 10:10:28 PM by psxphill »