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/  Forum Index
   /  Classic Amiga Hardware
      /  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: 4526
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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