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/  Forum Index
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      /  Amiga chipset limits for game development
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cdimauro 
Amiga chipset limits for game development
Posted on 8-Sep-2025 4:52:59
#1 ]
Elite Member
Joined: 29-Oct-2012
Posts: 4528
From: Germany

Continuing the discussion from here: https://amigaworld.net/modules/newbb/viewtopic.php?mode=viewtopic&topic_id=45508&forum=16&start=500&viewmode=flat&order=0#880972

@Hammer

Quote:

Hammer wrote:
@matthey

Quote:
Only the Amiga made it possible but Commodore made it impossible due to low spec CPUs, chipsets, memory and streaming drives (slow and non-existent HDs and lack of a CD-ROM standard). HAM and HAM8 modes were only useful for static images with the standard hardware specs Commodore gave us which could not even utilize 256 color modes

For a full VGA 256 color artwork, Turrican 2 AGA needs Fast RAM.

https://eab.abime.net/showthread.php?p=1583235
https://eab.abime.net/showthread.php?t=106735


Muzza: It requires Fast RAM to run at 50hz on an A1200. From testing I found it can run at 50hz on a base A1200 but only if I reduce the number of bitplanes. I may do this eventually, but for now I'd rather get it working without modifications to any of the source artwork. Currently it uses 8 bitplanes.

This is another example of using the brute force / CPU to overcome the limits of the Amiga chipset, for a regular task for this machine (e.g.: 2D game).

Which wasn't clearly the way to go: the chipset was the central element of the system, offloading most of the work from the CPU.
Quote:
1990s-era mainstream Japanese game consoles and PC VGA have discrete video memory.

The same for the Amiga was possible, but that's not the point with this system.

The Amiga could have evolved its chipset to remain competitive with both, while keeping its philosophy (as I've already proven on my last series of articles). But the engineers which remained after that the original ones left lacked both knowledge and vision.

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Hammer 
Re: Amiga chipset limits for game development
Posted on 9-Sep-2025 2:18:08
#2 ]
Elite Member
Joined: 9-Mar-2003
Posts: 6607
From: Australia

@cdimauro

Quote:
This is another example of using the brute force / CPU to overcome the limits of the Amiga chipset, for a regular task for this machine (e.g.: 2D game).


FYI, each A1200 unit sold's $50 profit (69 percent of the profit) is allocated for A600's old debt production run.

A1200 was barebones on compute power when compared to the Atari Falcon.

With Bill Sydnes, Jeff Frank was responsible for AA600 (A1200) and A3400 (ECS initially, but AA3000's AGA was dropped in after Feb 1992 AGA mandate from Mehdi Ali) projects.

Without the C65 reveal, AGA wouldn't exist.

Herni Rubin was betting the farm on ECS, but C65 reveal broke his ego.

Bill Sydnes and Jeff Frank repeated Herni Rubin's betting on ECS.

Quote:

But the engineers which remained after that the original ones left lacked both knowledge and vision.


There are not enough chip engineers when there's a single engineer bottleneck for AAA Andrea, ECS Agnus B, and C65 projects. In 1991, AMD hired this engineer for 387 reverse engineering and joined the K7 Athlon project. This engineer's last project with AMD was 28 nm APUs.

MOS/CSG 6502 CPU design had leading and falling clock signal processing, which is useful for the eventual K7 Athlon's DDR "EV6 bus" chipset implementation. Pentium III's FSB is SDR. LOL. Intel's favored Rambus XDR (QDR) failed in the market. Rambus a.k.a. dead bus.

AMD provided superior leadership when compared to Commodore.

Last edited by Hammer on 09-Sep-2025 at 02:42 AM.
Last edited by Hammer on 09-Sep-2025 at 02:34 AM.
Last edited by Hammer on 09-Sep-2025 at 02:26 AM.

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