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/  Forum Index
   /  Amiga Development
      /  How well does classic amigas cope with SDL apps
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TheAMIgaOne 
How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 0:20:58
#1 ]
Cult Member
Joined: 10-Jan-2004
Posts: 776
From: United Kingdom

Im currently making a 2D tile engine based on 64x64 pixel tiles in java, but im starting to convert to Amiga C using StormC and SDL for imaging. How well does a typical application render on a Classic amiga with either 030 or above cpu.( currently using emulation to create apps)

My app is 800x600 either 8bit or 24bit(gonna make it scalable, maybe even down to 6bit colors to allow alternate rending via aga nonrtg) with only 1\4 of the screen involved with tile rendering

Last edited by TheAMIgaOne on 20-Nov-2008 at 12:51 AM.
Last edited by TheAMIgaOne on 20-Nov-2008 at 12:48 AM.

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spotUP 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 0:32:12
#2 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@TheAMIgaOne

not well i'd guess.

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Samurai_Crow 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 2:00:36
#3 ]
Elite Member
Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@TheAMIgaOne

Since SDL lacks certain 8-bit palette support features in its library, you might as well just write your own code anyway. The only reason it supports 8-bit palettes at all is because you can do palette cycling with it and even that is rare nowadays. Also, there is no support in SDL for bitplane graphics.

Mattathias Basic's team (myself included) is planning on using separate runtime libraries for AGA and SDL/OpenGL systems.

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itix 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 7:45:35
#4 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@TheAMIgaOne

Quote:

My app is 800x600 either 8bit or 24bit(gonna make it scalable, maybe even down to 6bit colors to allow alternate rending via aga nonrtg) with only 1\4 of the screen involved with tile rendering


AmigaSDL does not support AGA (CGX only) and unless you have got 68k running at 200MHz it is hopeless. Better target WinUAE (and Amithlon) since it is what most Amigans are using anyway.

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Varthall 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 9:24:17
#5 ]
Super Member
Joined: 17-Feb-2004
Posts: 1559
From: Up Rough

@itix

Quote:

itix wrote:
@TheAMIgaOne

Quote:

My app is 800x600 either 8bit or 24bit(gonna make it scalable, maybe even down to 6bit colors to allow alternate rending via aga nonrtg) with only 1\4 of the screen involved with tile rendering


AmigaSDL does not support AGA (CGX only) and unless you have got 68k running at 200MHz it is hopeless. Better target WinUAE (and Amithlon) since it is what most Amigans are using anyway.

Older versions of SDL supported AGA too, I remember having played an Asteroids clone on my A1200/030 which ran well.

Varthall

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fryguy 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 9:48:42
#6 ]
Cult Member
Joined: 6-Dec-2003
Posts: 852
From: Tinytown

We tried some SDL games on an A1200 with 603@240MHz (with BVision) and they were awfully slow.

Last edited by fryguy on 20-Nov-2008 at 09:49 AM.

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Crumb 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 9:55:01
#7 ]
Elite Member
Joined: 12-Mar-2003
Posts: 2209
From: Zaragoza (Aragonian State)

@itix

Chaozer's "WarpSDL" used to work very well, unfortunately author did not publish the headers. He switched to MorphOS and produced programs for it.

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itix 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 15:59:46
#8 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@Varthall

Quote:

Older versions of SDL supported AGA too, I remember having played an Asteroids clone on my A1200/030 which ran well.


I doubt it was Amiga SDL but Warp SDL.

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itix 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 16:09:07
#9 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@Crumb

Quote:

Chaozer's "WarpSDL" used to work very well, unfortunately author did not publish the headers. He switched to MorphOS and produced programs for it.


I see. I was under imperssion that there would be a developer package but it seems there never was. It is pity because it could have been good alternative to Amiga SDL.

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Crumb 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 16:28:15
#10 ]
Elite Member
Joined: 12-Mar-2003
Posts: 2209
From: Zaragoza (Aragonian State)

@itix

The email that appears in his webpage doesn't seem to work. I have written to other of his accounts to see if he could free the includes/headers (or even better, WarpSDL sources). I'm waiting his reply, but I am not sure if he will be interested.

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itix 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 18:57:41
#11 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@Crumb

Quote:

The email that appears in his webpage doesn't seem to work. I have written to other of his accounts to see if he could free the includes/headers (or even better, WarpSDL sources). I'm waiting his reply, but I am not sure if he will be interested.


I doubt he has problem with that if you manage to get in contact with him. Since his focus shifted into family stuff I havent seen him anymore :P

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TheAMIgaOne 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 20:18:41
#12 ]
Cult Member
Joined: 10-Jan-2004
Posts: 776
From: United Kingdom

@Samurai_Crow

Yep i was guessing that sdl only supports chunky, was looking into rtgmaster but may just learn through and through the planer techniques. Although im making it in amiga c, considering im already porting it from java i could go one step further and go Basic( blitz basic that is) haha

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spotUP 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 20:51:13
#13 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

i got the warpsdl headers from him... so it's not impossible.

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Samurai_Crow 
Re: How well does classic amigas cope with SDL apps
Posted on 20-Nov-2008 21:04:10
#14 ]
Elite Member
Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@TheAMIgaOne

AmiBlitz isn't a bad idea. Are you trying to smooth scroll it? If so, some custom copper list work might make your scroller smoother than if you used the blitter for everything. Also, 64-pixels is the perfect width for the AGA chipset since that is the width of a page fetch in memory.

Another thing you might want to consider is using sprites to map out 1/4 of the screen width assuming you won't need more than 16 colors outside the tile-map. That way you can autoscroll the tile map and use the a copper split-screen for the rest of the display vertically.

Can you tell us more about the project so I can make some better recommendations?

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