Joined: 24-Aug-2003 Posts: 4962
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!
@BigD
Technically, anything is possible. Objectives need some formal definition as a concept; some way of expressing rules and the state they manage. It's not a million miles away from how achievements work, but the outcome needs to be more sophisticated.
Ideally what we need is some sort of scripting language. It's a shame ARexx is so slow, I would loved to have used it for as a modding accessory language.
Joined: 24-Aug-2003 Posts: 4962
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!
@ppcamiga1
CD32 doesn't have chunky pixels either, but according to you, it runs doom as well as a cheap 386 on an 020 with fast ram. So which is it?
Notwithstanding the utterly terrible performance of Doom on a cheap 386 (~16MHz), the integration of Akiko was terrible. It only really improved performance on 020 and maybe lower end 030 - which is fine if that's all you expect to put into the machine. By the time you get to 50Mhz 030 and the best in class C2P routines, Akiko becomes more of a hindrance than a help as there's just too much data shuffling on the bus. You also have problems with the data cache getting in the way (though using mirror registers and CACR hacks can mitigate this).
Akiko could've been much better if it were able to write to the bitplanes by itself. The chip it was part of had DMA access. But that's a whole different story.
This is how DOOM should run on Amiga 1200 with FAST RAM https://www.youtube.com/watch?v=-kDM3S7gQTk not run as good it mean AGA was not good enough 030 was too expensive in 1993 Commodore bankrupt because AGA has not chunky pixel no chunky pixel no DOOM and rest is history