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Poster | Thread | saimo
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PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 5-Mar-2022 10:28:05
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| PED81C is a video system for AGA Amigas that provides pseudo-native chunky screens, i.e. screens where each byte in CHIP RAM corresponds to a dot on the display. In short, it offers chunky screens without chunky-to-planar conversion or any CPU/Blitter/Copper sweat.
Download: https://www.retream.com/PED81C
These videos show a few examples: * https://www.youtube.com/watch?v=4eikEo45v1I * https://www.youtube.com/watch?v=tLtLhJXInOY
Notes: * due to the nature of the system, the videos must be watched in their original size (1920x1080); * YouTube's video processing has slightly reduced the visual quality (i.e. the result is better on real machines).
Full the details, straight from the documentation:
Quote:
------------------------------------------------------------------------------- CORE IDEA
The core idea is using SHRES pixels ("pixels" from now on) to simulate dots in a CRT/LCD-like fashion.
Each dot is made of 4 pixels as follows:
ABCD ABCD ABCD ABCD
where
X X X X
represents a pixel.
The eye cannot really distinguish the pixels and, instead, perceives them almost as a single dot whose color is given by the mix of the colors of the pixels. The pixels thus constitute the color elements ("elements" from now on) of the dot. The effect is not perfect though, as the pixels can still more or less be seen. The sharper the display / the bigger the pixels, the worse the visual mix. In practice, though, the effect works acceptably well on CRT, LCD and LED displays alike.
The pixels can be assigned any RGB values ("base colors" from now on). For example, the most obvious choice is:
RGBW RGBW RGBW RGBW
Starting from the left, the pixels are used for the red, green, blue and white elements of dots. The pixels can be assigned any values in these ranges:
R: $rr0000, where $rr in [$00, $ff] G: $00gg00, where $gg in [$00, $ff] B: $0000bb, where $bb in [$00, $ff] W: $wwwwww, where $ww in [$00, $ff]
As a consequence, there is an overall brightness loss of at least 50%. For example, the white dot (the brighest one) is obtained by assigning the pixels the maximum values in the ranges (i.e. R = $ff0000, G = $00ff00, B = $0000ff, W = $ffffff), which add up to $ffffff*2, the half of the absolute maximum value of the 4 pixels, i.e. $ffffff*4.
Each set of base colors ("color model" from now on) produces the specific palette that the dots are perceived in ("dots palette" from now on). To understand how to calculate the dots palette, it is first necesssary to look at how the screens work.
The raster, i.e. the matrix of the bytes (stored as a linear buffer) that represent the dots, must reside in CHIP RAM. It is used as bitplane 1 and also as bitplane 2, shifted 4 pixels to the right. This how a byte %76543210 (where each digit represents at bit) in the raster is displayed:
bitplane 2: 76543210 bitplane 1: 76543210 ****
The marked bits are those that produce the dot that corresponds to the byte:
ABCD ABCD ABCD ABCD
^^^^
bitplane 2: 76543210 bitplane 1: 76543210
The elements are thus indicated by the bit pairs in the byte:
%73 -> element A %62 -> element B %51 -> element C %40 -> element D
Replacing the digits with letters gives a better representation:
%ABCDabcd
where:
X = most significant bit for element X x = least significant bit for element X
Each element can have only 4 values corresponding to the bit pairs %00, %01, %10 and %11. Such values are those stored in COLORxx. Therefore, the bit pairs represent the COLORxx indexes:
%00 -> COLOR00 %01 -> COLOR01 %10 -> COLOR02 %11 -> COLOR03
However, there are 4 elements, so it is necessary to distinguish them; this is achieved by adding two selector bitplanes filled with fixed patterns:
ABCD ABCD ABCD ABCD
^^^^
bitplane 4: 001100110011 bitplane 3: 010101010101 bitplane 2: ABCDabcd bitplane 1: ABCDabcd
Therefore:
bitplane 4 and 3 = %00 -> element A -> COLOR00 thru COLOR03 bitplane 4 and 3 = %01 -> element B -> COLOR04 thru COLOR07 bitplane 4 and 3 = %10 -> element C -> COLOR08 thru COLOR11 bitplane 4 and 3 = %11 -> element D -> COLOR12 thru COLOR15
Given that there are 4 elements and that each element can have 4 different values, the total number of combinations (i.e. of dots colors) is 4^4 = 256.
In the RGBW color model, COLORxx could be set up as follows (for simplicity, the low-order 12 bits are left to the automatic copy performed by AGA):
R | G | B | W --------------+---------------+---------------+-------------- COLOR00: $000 | COLOR04: $000 | COLOR08: $000 | COLOR12: $000 COLOR01: $500 | COLOR05: $050 | COLOR09: $005 | COLOR13: $555 COLOR02: $a00 | COLOR06: $0a0 | COLOR10: $00a | COLOR14: $aaa COLOR03: $f00 | COLOR07: $0f0 | COLOR11: $00f | COLOR15: $fff
Consequently, the bit pairs in the bytes yield these colors:
| %00 | %01 | %10 | %11 ----+---------+---------+---------+-------- %Aa | $000000 | $550000 | $aa0000 | $ff0000 %Bb | $000000 | $005500 | $00aa00 | $00ff00 %Cc | $000000 | $000055 | $0000aa | $0000ff %Dd | $000000 | $555555 | $aaaaaa | $ffffff
For example, the byte %RGBWrgbw = %10011010 (%Rr = %11, %Gg = %00, %Bb = %01, %Ww = %10) represents this dot:
f00a f00a 000a 000a 005a 005a
^^^^
bitplane 2: 10011010 bitplane 1: 10011010
The dot RGB color is thus:
R: ($ff + $00 + $00 + $aa) / 4 = (255 + 170) / 4 = 106.2 = $6a \ G: ($00 + $00 + $00 + $aa) / 4 = 170 / 4 = 42.5 = $2b > $6a2b40 B: ($00 + $00 + $55 + $aa) / 4 = ( 85 + 170) / 4 = 63.7 = $40 /
A critical aspect of PED81C is that each dot is surrounded by spurious bits:
bitplane 2: ABCDabcd bitplane 1: ABCDabcd **** ****
Without CPU and/or Blitter intervention, those bits cannot be eliminated - but processing data is precisely what PED81C tries to avoid, so it is necessary to find a way to deal with the spurious bits. This is what happens with two consecutive bytes %ABCDabcd and %EFGHefgh:
ABCD????EFGH ABCD????EFGH ABCD????EFGH ABCD????EFGH
^^^^^^^^^^^^
bitplane 2: ABCDabcdEFGHefgh bitplane 1: ABCDabcdEFGHefgh
Between the dots produced by the bytes as explained above ("desired dots" from now on) is a dot that is made of bits coming from both the bytes ("middle dot" from now on), i.e. %EFGH and %abcd. The simplest solution would be masking the middle dot out with a no-DMA vertically repeating jailbar mask sprite, but that would introduce a horrible vertical spacing between the columns of dots and reduce further the brightness of the screen. A smarter solution would be adding one more selector bitplane to distinguish between desired dots and middle dots (for readability, from now on, 0 bits are replaced with '·' where needed):
ABCD????ABCD ABCD????ABCD ABCD????ABCD ABCD????ABCD
^^^^^^^^^^^^
bitplane 5: 1111····1111····1111 bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: ABCDabcdEFGHefgh bitplane 1: ABCDabcdEFGHefgh
COLOR16 thru COLOR31 could then be set up so that the middle dots are mixes of the desired dots, keeping in mind that the middle dots have the most and least significant bits swapped around (the least significant bits of the left dot end up in the most significant bits of the middle dot and the most significant bits of the right dot end up in the least significant bits of the middle dot). The simplest settings reflect the settings of the desired dots, but with the RGB values assigned to the %01 and %10 bit pairs swapped around. For example, in the RGBW color model:
R | G | B | W --------------+---------------+---------------+-------------- COLOR16: $000 | COLOR20: $000 | COLOR24: $000 | COLOR28: $000 COLOR17: $500 | COLOR21: $0a0 | COLOR25: $00a | COLOR29: $555 COLOR18: $a00 | COLOR22: $050 | COLOR26: $005 | COLOR30: $aaa COLOR19: $f00 | COLOR23: $0f0 | COLOR27: $00f | COLOR31: $fff
For example, two identical bytes %10001000 ($ff0000) would give this result (which is correct):
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
f···f···f··· f···f···f··· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 5: 1111····1111····1111 bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: 1···1···1···1··· bitplane 1: 1···1···1···1···
left dot: $ff0000 middle dot: $ff0000 right dot: $ff0000
However, if the bytes were %00001000 ($550000) and %10000000 ($aa0000), the result would be:
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
5···f···a··· 5···f···a··· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 5: 1111····1111····1111 bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: ····1···1······· bitplane 1: ····1···1·······
left dot: $550000 middle dot: $ff0000 right dot: $aa0000
The middle dot would end up being a full red, stronger than the desired dots, which is not visually correct nor logical, as the middle dots would be more prominent than the desired dots. A solution could be dimming the RGB values of middle dots. For example, if they were halved, the result would be:
left dot: $550000 middle dot: $800000 right dot: $aa0000
The middle dot would be a good average of the desired dots. That works conceptually, but in practice it causes the middle dots columns to look like vertical scanlines - which is not desirable either.
The case of different hues is even more complicated. For example, if the bytes were %10001000 ($ff0000) and %010001000 ($00ff00), the result would be:
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
f···5a···f·· f···5a···f·· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 5: 1111····1111····1111 bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: 1···1····1···1·· bitplane 1: 1···1····1···1···
left dot: $ff0000 middle dot: $55aa00 right dot: $00ff00
The middle dot would be a kind of average of the actual dots, although not really good (a good average would be $808000). It is possible to experiment with the COLORxx values to achieve different results, but the overall scanlines-like effect would still remain. Moreover, the 3rd selector bitplane would steal a lot of CHIP bus slots. An alternative is required.
The proposed solution consists in eliminating the 3rd selector bitplane and assigning the bit pairs %01 and %10 the same RGB values (which basically gives the most and least significant bits the same weight). As a downside, this reduces the amount of dots colors: given that each element can have only 3 different values, the total number of colors falls down to 3^4 = 81.
For example, in the RGBW color model:
R | G | B | W --------------+---------------+---------------+-------------- COLOR00: $000 | COLOR04: $000 | COLOR08: $000 | COLOR12: $000 COLOR01: $800 | COLOR05: $080 | COLOR09: $008 | COLOR13: $888 COLOR02: $800 | COLOR06: $080 | COLOR10: $008 | COLOR14: $888 COLOR03: $f00 | COLOR07: $0f0 | COLOR11: $00f | COLOR15: $fff
The case of two identical bytes %10001000 ($ff0000) would still give the same (correct) result as before:
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
f···f···f··· f···f···f··· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: 1···1···1···1··· bitplane 1: 1···1···1···1···
left dot: $ff0000 middle dot: $ff0000 right dot: $ff0000
The case of the bytes %00001000 ($880000) and %10000000 ($880000), would give this result:
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
8···f···8··· 8···f···8··· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: ····1···1······· bitplane 1: ····1···1·······
left dot: $880000 middle dot: $ff0000 right dot: $880000
Again the middle dot would be brighter than the actual dots, but now this can be easily solved by simply forbidding the %01 bit pair in bytes, given that it can always be replaced by the %10 bit pair. So, the bytes would instead be both %10000000 ($880000) and the result would be:
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
8···8···8··· 8···8···8··· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: 1·······1······· bitplane 1: 1·······1·······
left dot: $880000 middle dot: $880000 right dot: $880000
Also the case of different hues, %10001000 ($ff0000) and %01000100 ($00ff00), gives a correct result (for complete correctness, in this example the low-order bits of COLOR02 and COLOR05 are set to 0):
RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW RGBWRGBWRGBW
f···88···f·· f···00···f·· ············ ············ ············ ············
^^^^^^^^^^^^
bitplane 4: ··11··11··11··11··11 bitplane 3: ·1·1·1·1·1·1·1·1·1·1 bitplane 2: 1···1····1···1·· bitplane 1: 1···1····1···1··
left dot: $ff0000 middle dot: $808000 right dot: $00ff00
-------------------------------------------------------------------------------- COLOR MODELS
The CORE IDEA section introduces the RGBW color model, but the number of possible color models is huge (2^288). For best results, it is adviceable to define the color models that are most suitable to the graphics to be displayed.
The most obvious general-purpose color models are: * CMYW: Cyan Magenta Yellow White * G: Greyscale * KC: Key Colors (red yellow green cyan blue magenta white) * RGBW: Red Green Blue White
This table shows the COLORxx settings for the general-purpose color models.
| CMYW | G | KC | RGBW ELEMENT | COLORxx | RGB hi/lo | RGB hi/lo | RGB hi/lo | RGB hi/lo --------+---------+-----------+-----------+-----------+---------- A | COLOR00 | $000/$000 | $000/$000 | $000/$000 | $000/$000 | COLOR01 | $088/$000 | $222/$222 | $f00/$f00 | $800/$000 | COLOR02 | $088/$000 | $222/$222 | $f00/$f00 | $800/$000 | COLOR03 | $0ff/$0ff | $fff/$fff | $ff0/$ff0 | $f00/$f00 --------+---------+-----------+-----------+-----------+---------- B | COLOR04 | $000/$000 | $000/$000 | $000/$000 | $000/$000 | COLOR05 | $808/$000 | $555/$555 | $0f0/$0f0 | $080/$000 | COLOR06 | $808/$000 | $555/$555 | $0f0/$0f0 | $080/$000 | COLOR07 | $f0f/$f0f | $fff/$fff | $0ff/$0ff | $0f0/$0f0 --------+---------+-----------+-----------+-----------+---------- C | COLOR08 | $000/$000 | $000/$000 | $000/$000 | $000/$000 | COLOR09 | $880/$000 | $aaa/$aaa | $00f/$00f | $008/$000 | COLOR10 | $880/$000 | $aaa/$aaa | $00f/$00f | $008/$000 | COLOR11 | $ff0/$ff0 | $fff/$fff | $f0f/$f0f | $00f/$00f --------+---------+-----------+-----------+-----------+---------- D | COLOR12 | $000/$000 | $000/$000 | $000/$000 | $000/$000 | COLOR13 | $888/$000 | $888/$000 | $888/$000 | $888/$000 | COLOR14 | $888/$000 | $888/$000 | $888/$000 | $888/$000 | COLOR15 | $fff/$fff | $fff/$fff | $fff/$fff | $fff/$fff
For the G color model, the arithmetically perfect assignment would be: * COLOR01, COLOR02: $333333 * COLOR05, COLOR06: $666666 * COLOR09, COLOR10: $999999 * COLOR13, COLOR14: $cccccc However, the resulting dots palette would contain only 26 unique colors.
Each color model has strenghts and weaknesses. This table provides an evaluation of the general-purpose color models (COLORS = number of unique colors in the resulting dots palette).
COLOR MODEL | BRIGHTNESS | SATURATION | CONTRAST | COLORS | NOTES ------------+------------+------------+----------+--------+-------------------- CMYW | ** | * | * | 73 | no red, green, blue G | **** | | **** | 45 | KC | *** | ** | ** | 46 | noisy middle dots RGBW | * | *** | *** | 65 |
-------------------------------------------------------------------------------- CALCULATING/GENERATING DOTS PALETTES
Once the color model is defined, the corresponding dots palette can be calculated by mixing the RGB values assigned to the bit pairs in the bytes from 0 to 255. The bytes which include a %01 bit pair should be treated as illegal and thus be assigned one of the RGB values also assigned to a legal byte (the easiest solution is to use the value of byte 0). The calculation of the RGB value ($6a2b40) corresponding to the byte %10011010 in the RGBW color model, done in the CORE IDEA section, makes for a practical example.
The PED81C archive includes GeneratePalette, a handy tool that generates a dots palette according to the desired color model and then saves it to an ILBM file. It normalizes to $ff the components of the calculated colors, so that the latter are brighter and have a higher dynamic range than the actual dots palette colors, allowing for better graphics conversion. Also, it assigns the value of byte 0 to the illegal bytes.
The command line arguments are:
A0/A,A2/A,A3/A,B0/A,B2/A,B3/A,C0/A,C2/A,C3/A,D0/A,D2/A,D3/A,FFIS100/S,FILE/A
X0: 24-bit RGB value for the %00 pair of element X X2: 24-bit RGB value for the %10 pair of element X X3: 24-bit RGB value for the %11 pair of element X FFIS100: $ff treated internally as $100 (for better rounding) FILE: output file
The 24-bit RGB values must be in hexadecimal format without prefix.
The palettes are suitable for screens which use bitplanes 3 and 4 as selector bitplanes.
The PED81C archive also includes: * the palettes for the general-purpose color models, stored as ILBM pictures; * GeneratePalettes, a script that generates a few palettes (it can be used also as a reference for GeneratePalette usage).
-------------------------------------------------------------------------------- PRODUCING GRAPHICS
The palettes can be used to draw/convert graphics. For example, to display a picture in an RGBW screen: 1. draw/remap the picture with the RGBW palette; 2. save the picture as raw chunky data; 3. copy the raw chunky data to the raster or use it directly as the raster.
-------------------------------------------------------------------------------- SETTING UP AND USING SCREENS
PED81C screens are obtained by opening SHRES screens with these peculiarities: * the raster must be used as bitplane 1 and 2; * bitplane 3 must be filled with %01010101 ($55); * bitplane 4 must be filled with %00110011 ($33); * bitplanes 2 and 4 must be shifted horizontally by 4 pixels; * COLORxx must be set according to the chosen color model; * the 4 pixels in the leftmost column are made of just the least significant bits of the leftmost dots, so it is generally recommendable to hide them by moving the left side of the window area by 1 LORES pixel to the right.
Notes: * to obtain a screen which is W LORES pixels wide, the width of the raster must be W*4 SHRES pixels = W/2 bytes (e.g. 320 LORES pixels -> 1280 SHRES pixels = 160 bytes = 160 dots); * to obtain a scrollable screen, allocate a raster bigger than the visible area and, in case of horizontal scrolling, set BPLxMOD to the amount of non- fetched dots (e.g. for a raster which is 256 dots wide and is displayed in a 320 LORES pixels area, BPLxMOD must be 256-320/2 = 96); * HIRES/SHRES resolution scrolling is possible, but it alters the colors of the leftmost dots; * given the high CHIP bus load caused by the bitplanes fetch, it is best to enable the 64-bit fetch mode (FMODE.BPLx = 3).
In general, given a raster which is RASTERWIDTH dots wide and RASTERHEIGHT dots tall, the values to write to the chipset registers in order to create a centered screen can be calculated as follows: * SCREENWIDTH = RASTERWIDTH * 8 * SCREENHEIGHT = RASTERHEIGHT * DIWSTRTX = $81 + (160 - SCREENWIDTH / 8) * DIWSTRTY = $2c + (128 - SCREENHEIGHT / 2) * DIWSTRT = ((DIWSTRTY & $ff) << 8) | ((DIWSTRTX + 1) & $ff) * DIWSTOPX = DIWSTRTX + SCREENWIDTH / 4 * DIWSTOPY = DIWSTRTY + SCREENHEIGHT * DIWSTOP = ((DIWSTOPY & $ff) << 8) | (DIWSTOPX & $ff) * DIWHIGH = ((DIWSTOPX & $100) << 5) | (DIWSTOPY & $700) | ((DIWSTRTX & $100)>> 3) | (DIWSTRTY >> 8) * DDFSTRT = (DIWSTRTX - 17) / 2 * DDFSTOP = DDFSTRT+SCREENWIDTH / 8 - 8
Example registers settings for: * screen equivalent to a 319x256 LORES screen * 160 dots wide raster * blanked border * 64-bit sprites and bitplanes fetch mode * sprites on top of bitplanes * sprites colors assigned to COLOR16 thru COLOR31
REGISTER | VALUE | ENABLED BITS ---------+-------+---------------------------- BPLCON0 | $4241 | BPU2 COLOR SHRES ECSENA BPLCON1 | $0010 | PF2H2 BPLCON2 | $0224 | KILLEHB PF2P2 PF1P2 BPLCON3 | $0020 | BRDRBLNK BPLCON4 | $0011 | OSPRM5 ESPRM5 BPL1MOD | $0000 | BPL2MOD | $0000 | DDFSTRT | $0038 | DDFSTOP | $00D0 | DIWSTRT | $2C82 | DIWSTOP | $2CC1 | DIWHIGH | $A100 | FMODE | $000F | SPRAGEM SPR32 BPLAGEM BPL32
Given a raster which is W dots wide and H dots tall, the byte at <X, Y> is located at <raster address> + W*Y + X.
-------------------------------------------------------------------------------- TWEAKS/EXTENSIONS
#1
The selector bitplanes need a lot of RAM. To save RAM drastically it is enough to store just 1 line for each of them and to reset BPLxPTx with the Copper during the horizontal blanking period of every rasterline. As a downside, this steals some CHIP bus slots and complicates Copperlists.
#2
If a selector bitplane is omitted, the elements become 2 couples of identical elements; if both the selector bitplanes are omitted, all the elements become equal. Omitting the selector bitplanes saves (a lot of) CHIP bus slots and can be useful in particular cases. For example, the demo THE CURE does not use any selector bitplanes and uses bytes of the kind %HHHHLLLL, where H = High bit, L = Low bit; this, thanks to jailbar mask sprites produces perfect LORES-looking 4-color pixels (which, together with bitplanes DMA toggling every other rasterline, produces a dot-matrix display).
#3
If, due to the nature of the graphics, the visual output looks very "vertical", it can be improved by applying a crosshatch dither effect by shifting the rasterlines by 4 pixels on an alternate line basis as follows - for example:
**************************************** ######################################## ++++++++++++++++++++++++++++++++++++++++ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ...
#4
To lessen the dithering of tweak #3 and improve the color mix, the shifting can also be inverted on an alternate frame basis - for example, the rasterlines could be shown on the next frame as follows:
**************************************** ######################################## ++++++++++++++++++++++++++++++++++++++++ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ...
This tweak causes flickering visuals (especially on displays with quick response), so it is not really recommendable.
#5
Depending on the base colors, to achieve a better visual mix, shifting the lines by 1 pixel on an alternate frame (and possibly line) basis could help without causing too much flicker. Still, not really recommendable.
#6
Adding a horizontal scanlines effect by swapping the elements palette on an alternate line basis (through BPLCON4) makes the visual output resemble that of a CRT display.
#7
To reduce the amount of graphics to draw and the memory usage, the raster size can be halved by repeating each rasterline once (which is easily obtained by means of FMODE.BSCAN2 and BPLxMOD). This combines well with tweak #6.
#8
If needed, the bitplanes order can be reversed, i.e. the selector bitplanes could be assigned bitplanes 1 and 2, and the raster bitplanes could be assigned bitplanes 3 and 4:
bitplane 4: 76543210 bitplane 3: 76543210 bitplane 2: 001100110011 bitplane 1: 010101010101
In this case, COLORxx need to be set up differently:
bitplane 2 and 1 = %00 -> element A -> COLOR00 COLOR04 COLOR08 COLOR12 bitplane 2 and 1 = %01 -> element B -> COLOR01 COLOR05 COLOR09 COLOR13 bitplane 2 and 1 = %10 -> element C -> COLOR02 COLOR06 COLOR10 COLOR14 bitplane 2 and 1 = %11 -> element D -> COLOR03 COLOR07 COLOR11 COLOR15
Note: GeneratePalette does not support such arrangement.
#9
With a careful setup of COLORxx, the unused 4 bitplanes can be used to overlay other graphics or even up to two more chunky screens, optionally with colorkey and translucency. That, however, would increase noticeably the CHIP bus load.
-------------------------------------------------------------------------------- NOTES
#1
The meaning of PED81C is "Pixel Elements Dots, 81 Colors".
#2
Although due to the middle dots the logical horizontal resolution is half of the physical one, the averaging provided by the middle dots and SHRES quite fool the eye.
#3
Visually, the best results are obtained with complex/dithered images, as plain color areas and geometrical shapes reveal the pixels and the middle dots. In particular, isolated dots look 3x-ish wide.
#4
81 is only the theoretical maximum number of dots colors. The actual number depends on the chosen base colors.
#5
The core idea could be used also to display 24-bit pictures, but the coarseness of the method wastes completely the subtlety of such high color resolution (also verified experimentally).
#6
Usage of PED81C is of course welcome and encouraged. It would be nice if credit were given. If used in a commercial production, I would appreciate if permission were asked first and if I could receive a little share of the profits.
-------------------------------------------------------------------------------- PERFORMANCE CONSIDERATIONS
PED81C is very CHIP bus intensive: the bitplanes data fetched are twice that of an equivalent 256 colors LORES screen. If Lisa had been able to use the BPLxDAT values of inactive bitplanes (like, for example, Denise does with bitplanes 5 and 6 when 4 bitplanes only and HAM are enabled) BPL3DAT and BPL4DAT could have been loaded with the selector values thus halving the DMA fetches - but unfortunately that is not the case. Therefore, one might wonder whether is PED81C is actually advantageous. A lot depends on how graphics are rendered: for example, a favourable case is when the CPU can keep on executing cached code after writing to CHIP RAM so that no/few cycles are wasted between writes. A general and indirect evaluation can be done by comparing PED81C to the traditional C2P methods as follows.
The measurements, for simplicity, are based on the amount of data to render, convert (if needed) and fetch for output relatively to 1 line.
Reference regular screen: * 320 pixels wide LORES * 6 bits deep screen (for fairness, because PED81C can at most output 81 unique colors and the actual number of colors, as shown above, might be even less depending on the color model)
Assumptions: * 1 chunky pixel = 1 byte * CPU and Blitter operations in CHIP RAM involve 6 bitplanes
In only CHIP RAM is available, the figures are as follows.
CPU-only C2P: * rendering: 320 bytes * C2P reads: 320 bytes * C2P writes: 240 bytes * bitplanes fetch: 240 bytes * total: 1120 bytes
CPU+Blitter C2P, 1 CPU pass and 1 Blitter pass: * rendering: 320 bytes * C2P reads by CPU: 320 bytes * C2P writes by CPU: 240 bytes * C2P reads by Blitter: 240 bytes * C2P writes by Blitter: 240 bytes * bitplanes fetch: 240 bytes * total: 1600 bytes
PED81C: * rendering: 160 bytes * bitplanes fetch: 640 bytes * total: 800 bytes
If FAST RAM is available, the figures of PED81C do not change (as the raster always resides in CHIP RAM), while the figures of the other cases are as follows.
CPU-only C2P: * rendering in FAST RAM: 320 bytes * C2P reads from FAST RAM: 320 bytes * C2P writes to CHIP RAM: 240 bytes * bitplanes fetch: 240 bytes * total: 640 bytes FAST RAM, 480 bytes CHIP RAM
CPU+Blitter C2P, 1 CPU pass and 1 Blitter pass: * rendering in FAST RAM: 320 bytes * C2P reads by CPU from FAST RAM: 320 bytes * C2P writes by CPU to CHIP RAM: 240 bytes * C2P reads by Blitter from CHIP RAM: 240 bytes * C2P writes by Blitter to CHIP RAM: 240 bytes * bitplanes fetch: 240 bytes * total: 640 bytes FAST RAM, 960 bytes CHIP RAM
Overall, PED81C has the edge performance-wise, especially considering that CPU and Blitter are not busy with converting data. It must be pointed out, though, that PED81C's logical horizontal resolution is halved (hence the 160 bytes per line) and that the overall visual quality is inferior to that of a regular screen mode.
-------------------------------------------------------------------------------- BACKGROUND
#1
The idea of using SHRES pixels as elements is by Fabio Bizzetti, who used it for his Virtual Karting and Virtual Karting II games. In the late 90s, I was in touch with him and he told me that his idea was to "fool the RF signal" (or something along these lines). This got me thinking and I came up with the core idea. Before writing here (in 2022!) I had never bothered checking what he actually had done, but now I deemed it appropriate to do it in order to provide a brief description of his method, both as an acknowledgement of his brilliant idea and to provide more food for thought. After starting Virtual Karting II in UAE, having a look at the moving graphics, grabbing a screenshot, checking the values of BPLCON0 and BPLCON1, and checking the bitplanes memory, I found out that he used bitplanes 1-3 as selector bitplanes and assigned the pixels these elements (from left to right): red- orange-yellow-green-cyan-azure-blue-purple (so, there are no middle dots and dots are really 2x-wide). To mitigate the columns-looking result, he applied the crosshatch tweak, swapping the scroll offsets on an alternate frame basis.
#2
Between the end of the 90s and 2003 I had created a system (implemented as a shared library) based on the same core idea, but using 3 selector bitplanes. PED81C is actually a simplification of that system, born from precisely from the removal of the middle dots selector bitplane to improve the speed.
The old system was really rich feature-wise, as it provided: * 256 colors screens * HalfRes screens: screens like PED81C's * FullRes screens: screens without middle dots - this was achieved by means of a conversion performed by the CPU, optionally assisted by the Blitter (for the record, the CPU-only conversion allowed 320x256 screens at about 50 fps on an Amiga 1200 equipped with a Blizzard 1230-IV and 60 ns FAST RAM) * chequer effect: crosshatch tweak for HalfRes screens * double and triple buffering * 5 embedded color models (RGBW, RGBM, RGBP, RGBPS, RGB332) * color/palette handling functions (color setting, color remapping, 24-bit fading and 24-bit cross-fading) * Cross Playfield mode: 256 color screen overlay on top of another screen with any degree of opacity between 0 and 256 (in practice, this produced 16-bit graphics) * Dual Cross Playfield mode: like Cross Playfield mode, but with a selectable colorkey * graphical contexts (clipping, drawing modes) * pixmap fuctions (blitting, zooming, rotzooming) * graphical primitives * font functions * ILBM functions
One might wonder why such system is not public - the reasons are: * the core would need to be re-designed; * the implementation could be better; * the accessory functions (like the graphical ones) should be in a separate library; * the documentation would need a major overhaul.
Basically, I do not consider the system suitable for public distribution. I would rather redo it from scratch... but that is precisely why PED81C was born: while thinking how to improve the system, I realized how to eliminate the 3rd selector bitplane and decided to get rid of the FullRes screens, because the point of these systems is obtaining chunky screens without data conversion (otherwise, it is better to use one of the traditional C2P methods, which give better visual results).
#3
Originally I had planned to use PED81C to make a new game. However, I could not come up with a satisfactory idea; moreover, due to personal reasons, I had to stop software development. Given that I could not predict when/if I would able to produce something with PED81C and given that the war in Ukraine put the world in deep uncertainty, I decided that it was better to release PED81C to avoid that it went wasted and also as a gift to the Amiga community. I must admit I have been tempted to provide an implementation of PED81C in the form of a library or of a collection of functions, but since setting up PED81C screens is easy and since general-purpose routines would perform worse than tailor-made ones, I decided to let programmers implement it in the way that fits best their projects. |
Last edited by saimo on 29-Nov-2023 at 12:00 PM. Last edited by saimo on 29-Nov-2023 at 11:57 AM. Last edited by saimo on 28-Nov-2023 at 10:52 PM. Last edited by saimo on 26-Jun-2023 at 06:10 PM. Last edited by saimo on 21-Jun-2023 at 03:17 PM. Last edited by saimo on 21-Jun-2023 at 03:00 PM. Last edited by saimo on 05-Mar-2022 at 11:29 AM. Last edited by saimo on 05-Mar-2022 at 11:28 AM. Last edited by saimo on 05-Mar-2022 at 11:28 AM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
| Status: Offline |
| | Hypex
 |  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 18-Mar-2022 4:31:07
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Elite Member  |
Joined: 6-May-2007 Posts: 11062
From: Greensborough, Australia | | |
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| @saimo
Thanks for sharing PED81C. Can you tell us any more about it? I'm interested in how you technically made it possible? 
Yes I downloaded it and watched the videos but a brief description would be good before I unpack it.
An idea? How about Doom? Yes it's been done to death but Amiga people seem to love it. 
3d tends to come to mind first when chunky is mentioned.
Of course there is possibility of interesting 2d using chunky methods. |
| Status: Offline |
| | saimo
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 18-Mar-2022 12:11:16
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| | Status: Offline |
| | saimo
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 21-Jun-2023 15:02:12
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| Uploaded an archive with updated documentation. While at it, given that I was asked for a source code example, I whipped up an AMOS Professional program that shows how to set up a PED81C screen and to perform some basic operations on it - hopefully, this will be easy to understand and also open the door to AMOS programmers. The program source is included in the archive.
Quote:
'----------------------------------------------------------------------------- '$VER: PED81C example 1.3 (28.11.2023) (c) 2023 RETREAM 'Legal terms: please refer to the accompanying documentation. 'www.retream.com/PED81C 'contact@retream.com '-----------------------------------------------------------------------------
'----------------------------------------------------------------------------- 'DESCRIPTION 'This shows how to set up a PED81C screen and to perform some basic operations 'on it. 'Screen features: ' * equivalent to a 319x256 LORES screen ' * 160 dots wide raster ' * single buffer ' * blanked border ' * 64-bit bitplanes fetch mode ' * CMYW color model ' 'NOTES 'The code is written to be readable, not to be general-purpose/optimal. '-----------------------------------------------------------------------------
'----------------------------------------------------------------------------- 'GLOBAL VARIABLES
Global RASTERADDRESS,RASTERWIDTH,RASTERHEIGHT,RASTERSIZE
RASTERWIDTH=160 RASTERHEIGHT=256 RASTERSIZE=RASTERWIDTH*RASTERHEIGHT
'----------------------------------------------------------------------------- 'MAIN
'Initialize everything.
_INITIALIZE_AMOS_ENVIRONMENT _INITIALIZE_SCREEN
'If the initialization succeeded, load a picture into the raster and, in case 'of success, execute a simple effect on it.
If Param _LOAD_PICTURE_INTO_RASTER["picture-160x256.raw"] If Param _TURN_DISPLAY_DMA_ON[0] _RANDOMIZE_RASTER _TURN_DISPLAY_DMA_OFF End If End If
'Deinitialize everything.
_DEINITIALIZE_SCREEN _RESTORE_AMOS_ENVIRONMENT
'----------------------------------------------------------------------------- 'ROUTINES
Procedure _ALLOCATE_BITPLANE[BANKINDEX,SIZE] '-------------------------------------------------------------------------- 'DESCRIPTION 'Allocates a CHIP RAM buffer to be used as a bitplane. ' 'INPUT 'BANKINDEX = index of bank to use 'SIZE = size [bytes] of bitplane ' 'OUTPUT '64-bit-aligned bitplane address (0 = error) ' 'WARNINGS 'The buffer must be freed with Erase BANKINDEX or Erase All. '--------------------------------------------------------------------------
Trap Reserve As Chip Data BANKINDEX,SIZE+8 If Errtrap=0 Then A=(Start(BANKINDEX)+7) and $FFFFFFF8
End Proc[A] Procedure _DEINITIALIZE_SCREEN '-------------------------------------------------------------------------- 'DESCRIPTION 'Deinitializes the screen. ' 'WARNINGS 'Can be called only if the display is off. '--------------------------------------------------------------------------
Erase All Doke $DFF1FC,0 : Rem FMODE
End Proc Procedure _INITIALIZE_AMOS_ENVIRONMENT '-------------------------------------------------------------------------- 'DESCRIPTION 'Ensures the program cannot be interrupted or brought to back, and turns 'off the AMOS video system. '--------------------------------------------------------------------------
Break Off Amos Lock Comp Test Off Auto View Off Update Off Copper Off _TURN_DISPLAY_DMA_OFF
End Proc Procedure _INITIALIZE_SCREEN '-------------------------------------------------------------------------- 'DESCRIPTION 'Initializes the screen. ' 'OUTPUT '-1/0 = OK/error ' 'WARNINGS '_DEINITIALIZE_SCREEN[] must be called also in case of failure. ' 'NOTES 'Sets RASTERADDRESS. '--------------------------------------------------------------------------
'Allocate the raster.
_ALLOCATE_BITPLANE[10,RASTERSIZE] : If Param=0 Then Pop Proc[0] RASTERADDRESS=Param
'Allocate and fill the selector bitplanes.
_ALLOCATE_BITPLANE[11,RASTERSIZE] : If Param=0 Then Pop Proc[0] B3A=Param Fill B3A To B3A+RASTERSIZE,$55555555
_ALLOCATE_BITPLANE[12,RASTERSIZE] : If Param=0 Then Pop Proc[0] B4A=Param Fill B4A To B4A+RASTERSIZE,$33333333
'Set the chipset.
DIWSTRTX=$81+(160-RASTERWIDTH) DIWSTRTY=$2C+(128-RASTERHEIGHT/2) DIWSTRT=((DIWSTRTY and $FF)*256) or((DIWSTRTX+1) and $FF) DIWSTOPX=DIWSTRTX+RASTERWIDTH*2 DIWSTOPY=DIWSTRTY+RASTERHEIGHT DIWSTOP=((DIWSTOPY and $FF)*256) or(DIWSTOPX and $FF) DIWHIGH=((DIWSTOPX and $100)*32) or(DIWSTOPY and $700) or((DIWSTRTX and $100)/8) or(DIWSTRTY/256) DDFSTRT=(DIWSTRTX-17)/2 DDFSTOP=DDFSTRT+RASTERWIDTH-8
Doke $DFF092,DDFSTRT Doke $DFF094,DDFSTOP Doke $DFF08E,DIWSTRT Doke $DFF090,DIWSTOP Doke $DFF1E4,DIWHIGH
Doke $DFF100,$4241 : Rem BPLCON0 Doke $DFF102,$10 : Rem BPLCON1 Doke $DFF104,$224 : Rem BPLCON2 Doke $DFF108,0 : Rem BPLMOD1 Doke $DFF10A,0 : Rem BPLMOD2 Doke $DFF1FC,$3 : Rem FMODE
'Set COLORxx.
Doke $DFF106,$20 : Rem BPLCON3 Doke $DFF180,0 Doke $DFF182,$88 Doke $DFF184,$88 Doke $DFF186,$FF Doke $DFF188,0 Doke $DFF18A,$808 Doke $DFF18C,$808 Doke $DFF18E,$F0F Doke $DFF190,0 Doke $DFF192,$880 Doke $DFF194,$880 Doke $DFF196,$FF0 Doke $DFF198,0 Doke $DFF19A,$888 Doke $DFF19C,$888 Doke $DFF19E,$FFF Doke $DFF106,$220 : Rem BPLCON3 Doke $DFF180,0 Doke $DFF182,0 Doke $DFF184,0 Doke $DFF188,0 Doke $DFF18A,0 Doke $DFF18C,0 Doke $DFF190,0 Doke $DFF192,0 Doke $DFF194,0 Doke $DFF198,0 Doke $DFF19A,0 Doke $DFF19C,0 Doke $DFF106,$20 : Rem BPLCON3
'Build a Copperlist that sets the bitplanes pointers.
Cop Movel $E0,RASTERADDRESS Cop Movel $E4,RASTERADDRESS Cop Movel $E8,B3A Cop Movel $EC,B4A Cop Swap
End Proc[-1] Procedure _LOAD_PICTURE_INTO_RASTER[FILEPATH$] '-------------------------------------------------------------------------- 'DESCRIPTION 'Loads a raw 8-bit chunky picture into the raster, ensuring that its size 'is correct. ' 'IN 'FILEPATHS = path of picture file ' 'OUTPUT '-1/0 = OK/error '--------------------------------------------------------------------------
Trap Open In 1,FILEPATH$ : If Errtrap Then Pop Proc[0] L=Lof(1) Close(1) If L<>RASTERSIZE Then Pop Proc[0] Trap Bload FILEPATH$,RASTERADDRESS
End Proc[Errtrap=0] Procedure _RANDOMIZE_RASTER '-------------------------------------------------------------------------- 'DESCRIPTION 'Randomizes the raster by swapping 16 dots per frame, until a mouse button 'is pressed. '--------------------------------------------------------------------------
XM=RASTERWIDTH-1 YM=RASTERHEIGHT-1 Repeat C=16 While C X0=Rnd(XM) Y0=Rnd(YM) X1=Rnd(XM) Y1=Rnd(YM) A0=Y0*RASTERWIDTH+X0+RASTERADDRESS A1=Y1*RASTERWIDTH+X1+RASTERADDRESS C0=Peek(A0) Poke A0,Peek(A1) Poke A1,A0 Dec C Wend _WAIT_SCREEN_BOTTOM Until Mouse Click
End Proc Procedure _RESTORE_AMOS_ENVIRONMENT '-------------------------------------------------------------------------- 'DESCRIPTION 'Restores the AMOS environment. '--------------------------------------------------------------------------
Copper On Update On Auto View On Amos Unlock Break On _TURN_DISPLAY_DMA_ON[$20]
End Proc Procedure _TURN_DISPLAY_DMA_OFF '-------------------------------------------------------------------------- 'DESCRIPTION 'Disables the bitplanes, Copper and sprites DMA. '--------------------------------------------------------------------------
_WAIT_SCREEN_BOTTOM Doke $DFF096,$3A0 : Rem DMACON
End Proc Procedure _TURN_DISPLAY_DMA_ON[SSPRITESFLAG] '-------------------------------------------------------------------------- 'DESCRIPTION 'Enables the bitplanes and Copper DMA. ' 'INPUT 'SSPRITESFLAG = $20/0 = turn / do not turn sprites on ' 'WARNINGS 'The chipset must have been set up properly. '--------------------------------------------------------------------------
_WAIT_SCREEN_BOTTOM Doke $DFF096,$8380 or SSPRITESFLAG : Rem DMACON
End Proc Procedure _WAIT_SCREEN_BOTTOM '-------------------------------------------------------------------------- 'DESCRIPTION 'Waits for the bottom of the screen. '--------------------------------------------------------------------------
While Deek($DFF004) and $3 : Wend Repeat : Until(Leek($DFF004) and $3FF00)>$12C00
End Proc |
Last edited by saimo on 29-Nov-2023 at 12:05 PM. Last edited by saimo on 29-Nov-2023 at 12:01 PM. Last edited by saimo on 28-Nov-2023 at 10:51 PM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
| Status: Offline |
| | saimo
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 28-Nov-2023 22:53:45
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| I have just released a little update, accompanied by the PED81C Voxel Engine (PVE), i.e. a new demo. If you can't be bothered trying it yourself, you can see it in this video - but beware: YouTube's video compression degraded the visual quality (especially the colors saturation and brightness).
https://www.youtube.com/watch?v=0xunQ6ldVKU
Details about PVE straight from the manual: Quote:
-------------------------------------------------------------------------------- OVERVIEW
PVE is an experiment to test the graphical quality and computational performance of the PED81C system. It allows to move freely around a typical voxel landscape.
-------------------------------------------------------------------------------- GETTING STARTED
PVE requires: * Amiga computer * AGA chipset * 200 kB of CHIP RAM * 4 MB of FAST RAM * PAL SHRES support * digital joystick/joypad and mouse * 2.1 MB of storage space
If the monitor / graphics card / scan doubler do(es) not support SHRES, the colors will look off or even not show at all. For example: * MNT's VA2000 graphics card displays only the even columns of pixels, so only reds and blues show; * Irix Labs' ScanPlus AGA displays only the odd columns of pixels (contrary to how is was originally marketed), so only greens and grays show.
To install PVE, unpack the LhA archive to any directory of your choice.
To start PVE, open the program directory and double-click the program icon from Workbench or execute the program from shell.
-------------------------------------------------------------------------------- CONTROLS
PVE is controlled by joystick/joypad (in the game port) and mouse (in the mouse port).
JOYSTICK/JOYPAD | MOUSE | SPLASH SCREEN | ACTION SCREEN ----------------+---------+---------------------+---------------- [UP] | | | move forwards [DOWN] | | | move backwards [LEFT] | | | turn left [RIGHT] | | | turn right [FIRE1] | | | accelerate | [LEFT] | go to action screen | | [RIGHT] | quit to AmigaOS | quit to AmigaOS
-------------------------------------------------------------------------------- MISCELLANEOUS
* The map wraps around at its edges. * The number shown in the top-left corner of the action screen indicates the number of frames rendered in the last second. * Upon returning to AmigaOS, PVE prints out: * the total number of frames rendered; * the total number of frames shown; * the average number of frames rendered per second; * the average time (expressed in frames) taken by the rendering of a frame.
-------------------------------------------------------------------------------- TECHNICAL NOTES
* The graphics are first rendered in a raster in FAST RAM and then copied to a triple-buffered PED81C raster in CHIP RAM. * The screen resolution is 1020x200 SHRES pixels, which correspond to 255x200 LORES-sized dots and to 128x200 logical dots. * The screen resolution can changed by simply redefining the width and height constants in the code and reassembling it. * Rendering is done by columns, from bottom to top and then left to right. * The code applies a depth of 256 steps per column, so it evaluates 256*128 = 32768 dots per frame (and then renders only those which are actually visible). * The code is 100% assembly. * The code is optimized for 68030. * The program supports only maps of 1024x1024 pixels, but it can be made to support maps of other sizes by simply redefining the width and height constants in the code and reassembling it. * The handling of the user input and of the camera is decoupled from the graphics rendering and runs every frame. * The height of the camera adapts automatically to that of the point it is at, but it can be made user-controllable and its maximum value can be increased almost to the point that the lanscape disappears at the bottom of the screen. * On an Amiga 1200 equipped with a Blizzard 1230 IV mounting a 50 MHz 68030 and 60 ns RAM: * the program runs at about 20.2 fps; * the rendering of graphics alone runs at about 22.2 fps; * the impact of PED81C is of about 22.2-20.2 = 2 fps - in other words, writing the graphics to the PED81C raster requires about 50/22.2-50/20.2 = 0.223 frames (when only the bitplanes DMA is active); * rendering the graphics directly to the PED81C raster degrades the performance by about 2 to 3 fps (tested only with an older and less optimized version). * On an Amiga 1200 equipped with a PiStorm32, the program runs at 50 fps (unsurprisingly). * The map size is 1024x1024 pixels. * The map requires 2 MB of FAST RAM. * The program takes over the system entirely and returns to AmigaOS cleanly.
-------------------------------------------------------------------------------- BACKSTORY
After a hiatus from programming of several months (due to a computer-unrelated project), I decided to finally create something for PED81C because I had made nothing with it other than a few little examples, I wanted to test its graphical quality and computational performance, and... I felt like having some good fun. After some inconclusive mental wandering, the idea of making a voxel engine came to mind for unknown reasons (I had never dabbled with voxel before). When the engine was mature enough I decided to distribute PVE publicly (which initially was not planned). |
About the update, I fixed some palette values in a table in the documentation, added the formulas for calculating DIWSTRT, DIWSTOP, DIWHIGH, DDFSTRT and DDFSTOP to the documentation and implemented them in the AMOS Professional source code example. This is the snippet relative to the register settings: Quote:
In general, given a raster which is RASTERWIDTH dots wide and RASTERHEIGHT dots tall, the values to write to the chipset registers in order to create a centered screen can be calculated as follows: * SCREENWIDTH = RASTERWIDTH * 8 * SCREENHEIGHT = RASTERHEIGHT * DIWSTRTX = $81 + (160 - SCREENWIDTH / 8) * DIWSTRTY = $2c + (128 - SCREENHEIGHT / 2) * DIWSTRT = ((DIWSTRTY & $ff) << 8) | ((DIWSTRTX + 1) & $ff) * DIWSTOPX = DIWSTRTX + SCREENWIDTH / 4 * DIWSTOPY = DIWSTRTY + SCREENHEIGHT * DIWSTOP = ((DIWSTOPY & $ff) << 8) | (DIWSTOPX & $ff) * DIWHIGH = ((DIWSTOPX & $100) << 5) | (DIWSTOPY & $700) | ((DIWSTRTX & $100)>> 3) | (DIWSTRTY >> 8) * DDFSTRT = (DIWSTRTX - 17) / 2 * DDFSTOP = DDFSTRT+SCREENWIDTH / 8 - 8 |
Last edited by saimo on 29-Nov-2023 at 12:04 PM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
| Status: Offline |
| | kolla
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 28-Nov-2023 23:53:21
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Elite Member  |
Joined: 20-Aug-2003 Posts: 2688
From: Trondheim, Norway | | |
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| @saimo
Very nice, just lacks the blue sky with white clouds, and «WarpUP» ;) _________________ B5D6A1D019D5D45BCC56F4782AC220D8B3E2A6CC |
| Status: Offline |
| | Lou
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 2:30:13
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Elite Member  |
Joined: 2-Nov-2004 Posts: 4169
From: Rhode Island | | |
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| Is this an evolution of your dot-matrix engine? Apologies in advance for mis-naming it...
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| Status: Offline |
| | ppcamiga1
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 7:13:34
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Cult Member  |
Joined: 23-Aug-2015 Posts: 614
From: Unknown | | |
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| @saimo
it is not worth time and work buy graphics card for your amiga |
| Status: Offline |
| | pixie
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 7:17:48
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Elite Member  |
Joined: 10-Mar-2003 Posts: 2988
From: Figueira da Foz - Portugal | | |
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| | Status: Offline |
| | hotrod
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 7:44:07
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2988
From: Stockholm, Sweden | | |
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| @pixie
That's a bitter narcissist for ya. Kill any joy there is, no passion and arrogant AF. |
| Status: Offline |
| | saimo
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 9:40:37
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| @kolla
Quote:
Very nice, just lacks the blue sky with white clouds, and «WarpUP» ;) |
I don't know what you're referring to, but I guess it must be some demo published back when WarpUp was being promoted, right? (Never been into PPC cards, so I barely know the names )_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
| Status: Offline |
| | saimo
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 9:42:45
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| @Lou
Quote:
Is this an evolution of your dot-matrix engine? Apologies in advance for mis-naming it... |
No need to apologize! It's the other way around: the dot-matrix engine was derived from PED81C  _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
| Status: Offline |
| | kolla
|  |
Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 10:16:21
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Elite Member  |
Joined: 20-Aug-2003 Posts: 2688
From: Trondheim, Norway | | |
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| | Status: Offline |
| | V8
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 10:45:35
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Regular Member  |
Joined: 30-Mar-2022 Posts: 116
From: Unknown | | |
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| @ppcamiga1
Quote:
it is not worth time and work buy graphics card for your amiga |
I think you are severely mentally ill and need to be locked up in an institution. This is how you react to some truly awesome development for amiga by true amiga fans? You are mentally ill, you are toxic and you are a determent for any and all amiga fans and projects. |
| Status: Offline |
| | Karlos
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 29-Nov-2023 23:30:57
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Elite Member  |
Joined: 24-Aug-2003 Posts: 3891
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @saimo
Very impressive! What sort of frame rate are you getting on the 68030 out of curiosity?
Also, how does the performance compare to C2P on the same hardware for a similar logical pixel count? _________________ Doing stupid things for fun... |
| Status: Offline |
| | saimo
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA Posted on 30-Nov-2023 0:10:29
| | [ #16 ] |
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Elite Member  |
Joined: 11-Mar-2003 Posts: 2429
From: Unknown | | |
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| @Karlos
Quote:
Very impressive! What sort of frame rate are you getting on the 68030 out of curiosity? |
These are the fps figures I have gathered until now:
Amiga 1200 / PiStorm32 + Raspberry Pi 3 A+ / 50.0 Amiga 1200 / Blizzard 1230 IV / 20.2 Amiga 4000 / Cyberstorm MK III / 18.8 Amiga 1200 / Blizzard 1260 / 16-20 Amiga 1200 / TerribleFire TF1260 / 14.2
The code is fine-tuned for 68030 (unsurprisingly: it's the only CPU I have ), but the bottleneck must be the access to CHIP RAM. I'm waiting for some tests to know exactly. In this thread on EAB you can find the gory details (I know you want them) being discussed by me and paraj 
Quote:
Also, how does the performance compare to C2P on the same hardware for a similar logical pixel count? |
No idea: I never used a C2P routine in my life! Maybe a copyspeed C2P wins* on 68060 because the time spent for writing to CHIP RAM should be inferior thanks to the less busy CHIP bus. *Also in terms on visual quality._________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
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