What make chip ram so important is that the custom chips can directly address chip ram whereas slow and fast ram need to hit the CPU to be addressed.
Agnus controls access to both chip and slow ram, what was missing in the original fat agnus appears to be just the extra bits in the dma address registers (I suspect they just ran out of time to do the changes).
However it's gary that controls where the second 512k appears in the cpu memory map. I haven't tried it but I suspect that on an ECS agnus with the slow ram appearing to the cpu at c00000 that it is accessible by agnus dma at 80000.
Originally c00000 appears to have been real fast ram that was supported by an a1000 expansion that looks remarkably similar to the ranger prototype (and in some official documentation is referred to as ranger ram). Supporting it in fat agnus seems to have been a direct response to the fighting going on at the time.
OT ranger rambling....
The UHRES registers in ECS/AGA appear on the face of it to be the VRAM that Jay was going on about. He did say the chips were finished. I don't know what agnus chips got them.
http://amiga-dev.wikidot.com/hardware:bplcon0http://amiga-dev.wikidot.com/hardware:sprhpthhttp://amiga-dev.wikidot.com/hardware:sprhdathttp://amiga-dev.wikidot.com/hardware:sprhstrthttp://amiga-dev.wikidot.com/hardware:sprhstophttp://amiga-dev.wikidot.com/hardware:bplhpthhttp://amiga-dev.wikidot.com/hardware:bplhmodhttp://amiga-dev.wikidot.com/hardware:bplhstrthttp://amiga-dev.wikidot.com/hardware:bplhstopYou need vram and a whole load of external logic to make them actually do something though. All the agnus is doing is putting out addresses for each line and a tag on the rga bus that the external logic is looking for. These addresses are then given to the vram to tell it to start shifting the sprite and bitmap data out. The advantage is that agnus doesn't have to fetch any of the display data over the chip bus, leaving the blitter and cpu pretty much alone. You would still need something complex to fetch the sprite data at the beginning of the line, then merge it with the bitmap data. The format of the data is unknown, there is only one set of pointers so it was either 2 colour or it was chunky. Blitter line and area fill isn't really suited for chunky, but copying would work (it had 4096 colours but no details of how many simultaneous colours).
I am not sure if denise would have been used for the 1024x1024 UHRES mode, but it's possible that ECS denise was and the rga bus was somehow switched between agnus and the vram output. If a different chip was used to generate the display then I don't think you can have UHRES and PAL/NTSC modes at the same time anyway as according to the documentation enabling UHRES disables the horizontal start/stop timing in agnus.
Whether the external logic was shrunk down into a single chip or was similar to the huge a1000 motherboard is lost to time. It's odd how they were supposedly really struggling with gate budget in agnus and denise but there is this whole subsystem that never even got used.
You could probably abuse the registers for something else entirely. It would be nice if Apollo could emulate the 1024x1024 UHRES output too.