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Copper Tricks, and Featspage  1 2 
Marcel Verdaasdonk
Netherlands

Posts 3974
03 Feb 2012 10:20


I would like to discuss a little about the copper list and where the Natami's differs from the classic.

Classic Copper was a finite state machine IMHO.
I've been told one part Natami differs is having two one who is compatible and a second who is not.(timing wise, address range?)

What feats are possible using a Copper on the Classic Amiga but we lack bandwidth for?(This should be a none issue on a Natami)

To boldly go where no Copper has gone before?(Feats only possible on a Natami)

Beyond the Copper.(I would like to hear from the team to which extend the copper list capabilities have changed)

Why this is not in Q&A, Simple this topic crosses those bounds because like those good ol 80's engineers called it, it's not a bug it's a feature. ;)

Nixus Minimax
Germany

Posts 272
03 Feb 2012 12:23



Interesting subject. The Q&A does say something about the Copper. It mentions that there will be two Copper-speeds, cycle-exact for compatibility and fast. It also mentions that both modes will be available on one screen. This is very little information but I think it can be deduced that this would only be possible by having separate copperlists for both "modes" which are being processed at the same time. This may be implemented by one Super-Copper that fetches a "classic" copperlist instruction every Xth cycle and fast copperlist instructions inbetween. Or it could be implemented by two separate Coppers.

A faster Copper could be used for colour-fading stuff within a single screen. Remember the very coarse chunky screens in Amiga 1st-person shooters? They were generated using only the copper. Theoretically if you can change a colour each pixel, you could draw all of the screen just using copperlists. This doesn't seem to make all that much sense when truecolour chunky modes are available but perhaps some nice effects would be possible.

I guess you could do some alpha- or Z-buffer stuff with a fast Copper. E.g. switching playfields in a dual-playfield mode on a per-pixel basis. You could change screen data altogether at specific coordinates which could be used for a windowing system that does all window placement merely via Copper.

All that could be done with the CPU or a fast Blitter, too. We will see what will be the best mode of operation. At least the CPU will benefit a lot from having less work to do as it seems to be the weakest link in this implementation. Judging the features of the Natami, I think we would find something like this:

Mass Storage: 2012 (just use what you can get)
RAM: 2003 (512MB was beginning to be common in 2003)
Blitter: 1998 (even if amazingly fast for an Amiga, I guess dedicated PC graphics cards of that time would have similar speeds; please correct me)
CPU: 1995 (90-100 MHz Pentium was a common processor of that time)

So if the Copper can reduce the workload of the CPU and the Blitter, the whole system will benefit a lot.


Nixus Minimax
Germany

Posts 272
03 Feb 2012 12:31



BTW, a really cool feature would be if the new Copper could generate, filter, sort, transpose and modify copperlists. E.g. if I had two copper instructions:

1. "move data X1 to chip register Y1 at position Z1"
2. "move data X2 to chip register Y2 at position Z2"

where position Z2 precedes Z1, I would have to sort my copperlist "manually" (using the CPU). It would be cool to just have the Copper process the list before displaying it.

The same thing would go for transposing the coordinates generating a new copperlist like this:

1. "move data X1 to chip register Y1 at position Z1+(x1, y1)"
2. "move data X2 to chip register Y2 at position Z2+(x1, y1)"

This would make a whole windowing system just a matter of a few copper instructions.

Or perhaps even scaling:

1. "move data X1 to chip register Y1 at position Z1*(sx, sy)"
2. "move data X2 to chip register Y2 at position Z2*(sx, sy)"

Disclaimer: I have no idea at all how modern graphics cards work, perhaps all of this is already commonplace.


Rune Stensland
Norway
(MX-Board Owner)
Posts 871
03 Feb 2012 13:59


Nixus Minimax wrote:

      Mass Storage: 2012 (just use what you can get)
      RAM: 2003 (512MB was beginning to be common in 2003)
      Blitter: 1998 (even if amazingly fast for an Amiga, I guess dedicated PC graphics cards of that time would have similar speeds; please correct me)
      CPU: 1995 (90-100 MHz Pentium was a common processor of that time)
   

   
    The natami is buildt with modern chips:
   
    The altera Cyclone IV GX
    9x9 multipliers per clock: 720
    EXTERNAL LINK     
    It's possible to create a blitter that can multiply xxx numbers in paralell per clock, but what is the point? If the blitter was 400 times faster than a cpu from 1995 to multiply numbers would the user experience improve?
   
    The teammembers are currently implementing a new Mc68060 compatible CPU (the N050). The consumer version of Natami will probobly not be shipped with old (060 chips/cards). This will lower the cost of the final product.
   
    The speed of the N050/natamichipset will improve when altera upgrade their chips/technology, and the hardware is constantly being worked on to optimize bottleneck's.
   
    Everytime Thomas and the hardware team release another flash patch things are getting faster, more stable and better. Now software developers like myself are recieving boards, and hopefully we can add the drivers and kernals that are needed to make the Natami amiga compatible and up to date,

Marcel Verdaasdonk
Netherlands

Posts 3974
03 Feb 2012 14:11


AFAIK the copper instruction list hasn't increased so it's still Skip Wait and Move IIRC.
 
  I was just curious what would work on a Natami but not on a Classic.

To name a example the Natami's chip set is 32bit IIRC and thus would require one access to fill the Copper with it's command instead of 2 word size accesses.

This would make the Copper already twice as fast!(no need to wait for the second part right?)

Nixus Minimax
Germany

Posts 272
03 Feb 2012 14:27


Rune Stensland wrote:
The natami is buildt with modern chips:

I wasn't trying to put the Natami down. I just believe that CPU speed will be the one factor that will be most behind current technology. (After all the graphics subsection will be able to output HD resolutions which is present day technology). My above list was based on the assumption that we will see a CPU with a clock frequency of 100 to 200 MHz that supposedly will be superscalar. This should roughly be equivalent to what was bleeding edge technology in the mid-90s. This means that much of the user experience will have to come from the custom chip functionality, just like with the original Amiga. Thus, the more work can be moved from the CPU to the custom chips, the better.

Marcel Verdaasdonk wrote:

AFAIK the copper instruction list hasn't increased so it's still Skip Wait and Move IIRC.

Well, it is an FPGA so a new coprocessor could always be added later on... :)

 
Marcel Verdaasdonk wrote:

I was just curious what would work on a Natami but not on a Classic.

There might be some new registers which are out of reach of the old copper. Furthermore, I suppose that a new copper mode would allow moves with a higher granularity, e.g. one move per pixel or something like that.


Marcel Verdaasdonk
Netherlands

Posts 3974
03 Feb 2012 18:06


I just realized this but did i see it correctly in the HRM that the copper chews up the first bit on each word size chunk?

Samuel D Crow
USA
(Natami Team)
Posts 1295
03 Feb 2012 18:44


Marcel Verdaasdonk wrote:

  I just realized this but did i see it correctly in the HRM that the copper chews up the first bit on each word size chunk?
 

 
  That bit is used to indicate a blitter wait as opposed to a beam position wait.  Some programs use the copper to program the blitter to reduce or even eliminate the need for blitter interrupts to queue blit nodes.
 
  It'll be interesting to see what Thomas comes up with for the horizontal wait on very wide screen resolutions.  Likewise vertical waits of more than 256 lines at a time will have to be expanded to multiple wait instructions.

-edit-
There may be a multi-word version of the Copper Move instruction to take advantage of DDR2 bursts but it will only work when compatibility mode is disabled and may only be available on later versions of the SuperAGA cores.

@Nixus
Copper chunky will be pretty worthless on NatAmi considering that the SuperAGA chipset will have true chunky DMA fetching.  Normally Copper chunky is only 12-bits while the DMA will be able to handle much higher bits-per-pixel rates than that.

Nixus Minimax
Germany

Posts 272
03 Feb 2012 19:49


Samuel D Crow wrote:
@Nixus
  Copper chunky will be pretty worthless on NatAmi considering that the SuperAGA chipset will have true chunky DMA fetching.  Normally Copper chunky is only 12-bits while the DMA will be able to handle much higher bits-per-pixel rates than that.

That's why I wrote this:

Nixus Minimax wrote:
This doesn't seem to make all that much sense when truecolour chunky modes are available but perhaps some nice effects would be possible.



Thierry Atheist
Canada

Posts 1828
04 Feb 2012 07:47


Nixus Minimax wrote:

Judging the features of the Natami, I think we would find something like this:

Mass Storage: 2012 (just use what you can get)
RAM: 2003 (512MB was beginning to be common in 2003)
Blitter: 1998 (even if amazingly fast for an Amiga, I guess dedicated PC graphics cards of that time would have similar speeds; please correct me)
CPU: 1995 (90-100 MHz Pentium was a common processor of that time)

So if the Copper can reduce the workload of the CPU and the Blitter, the whole system will benefit a lot.


More is more better, but I can live with that.... for now. :-D

While today's video cards are blazers, are they as accessible as our custom chips? I think not.

The Amiga/NatAmi has powerful qualities other than what we can buy now, and what's out there probably never will allow for them, either.

Can't wait to see crazy Shadow of the Beast type games, in 800*600, 16 bit!!!!

Nixus Minimax
Germany

Posts 272
04 Feb 2012 09:45


Thierry Atheist wrote:
Can't wait to see crazy Shadow of the Beast type games, in 800*600, 16 bit!!!!

Technically that should be relatively easy to do but will we see the graphics for that?


Marcel Verdaasdonk
Netherlands

Posts 3974
04 Feb 2012 11:26


@Thierry your way off topic it was a Playfield plus sprites that made the game possible the Copper list is only a small part of it.

Thierry Atheist
Canada

Posts 1828
04 Feb 2012 13:00


Hmmmm, what game really took advantage of a Copper list, then?

Joe M
Norway

Posts 500
04 Feb 2012 13:22


Thierry Atheist wrote:

Hmmmm, what game really took advantage of a Copper list, then?

Risky Woods, perhaps?

EXTERNAL LINK 

André Jernung
Sweden
(MX-Board Owner)
Posts 988
04 Feb 2012 14:12


Lionheart for A500:

EXTERNAL LINK

Matt Hey
USA

Posts 726
04 Feb 2012 17:34


Black Crypt was the first game title produced by Raven Software. Raven founders Brian and Steve Raffel had an idea for a Role Playing Game in the late 80's and set out to make it a reality. By April 1990, the brothers had brought two programmers aboard to assist them in the development of the game. The four produced a demo of Black Crypt and sent it out to several publishing companies. Electronic Arts (EA) saw the demo and agreed to publish the game in 1990. Black Crypt was released on March 20th, 1992. Black Crypt was originally designed to run on a Commodore Amiga with 1 MB of RAM. The graphic mode used was called Extra Half-Bright, which allowed for a user-defined palette of 32 colors (out of 4096 color choices). The mode then provided an additional 32 colors, which were half the brightness of the chosen colors. 'Copper' effects were used to do special effects, such as the teleport or water ripples. Black Crypt supported 4 channels of sound and was "hard drive installable." It was distributed on three 880k disks. In 1998, Raven Software programmer Rick Johnson released the first two levels of Black Crypt for the PC as Freeware.

I believe most spells were copper effects also.

Børge Nøst
Norway

Posts 53
04 Feb 2012 18:16


Thierry Atheist wrote:

Hmmmm, what game really took advantage of a Copper list, then?

There were a few that re-used sprites horizontally that really needed the bandwidth to do its tricks.

I have recently been thinking about sprite tricks and how they could be used for the background for a Gauntlet game. Just use a full-height sprite with a pasted 16x16 image (4 or 16 colours - need 4 for the timing with 16c?) repeated that you re-use for the whole playfield. If your monster logic makes sure only one monster can occupy a 16x16 square at any one time then you can draw the bobs with only A+D blitter copy.
(The other options would be to go with a blank background, or dual playfields (and less colours?), or full cookie-cutter, or a mix thereof.)

Erik Bauer
Italy

Posts 301
04 Feb 2012 19:06


Thierry Atheist wrote:

  Hmmmm, what game really took advantage of a Copper list, then?
 

 
  Watermirror effects in games like "The killing game show" or "Desposable Hero" come to mind. Plus all the shaded sky background you can see in most of Amiga platformers, or the tricky color effects used in a Graphic Adventure whose name I totally forgot, but the programmers stated it had 256 colours on screen on an ECS Amiga.

Team Chaos Leader
USA
(Moderator)
Posts 2094
04 Feb 2012 20:16


I use the copper to make the entire screen wave around every time the player drinks a shot of vodka.



Thierry Atheist
Canada

Posts 1828
05 Feb 2012 01:48


Team Chaos Leader wrote:

I use the copper to make the entire screen wave around every time the player drinks a shot of vodka.

Well then, my BRAIN is operating with a Copper list!..... GOOD TO KNOW!!!!!

No wonder I'm so attached to Amiga/NatAmi! :-DDD

Never finished Black Crypt but enjoyed it very much. I got to the water level, HOWEVER, never could find a fourth breathing helmet.

Lionheart. Never seen or heard of it before,.... 7.14 MHz / 1 Megabyte of RAM (I guess), THAT WAS AMAZING!!!!

NatAmi's specifications are SO COOL can't wait to SEE THE MAGIC, all over again!

On today's windows computers, I JUST DON'T SEE THIS TODAY, no, NEVER HAVE SEEN THIS!

When they had Pool of Radiance on PC, it was TRASH compared to the Amiga version (due to x86 having various speed CPUs, and varying video  and sound cards). On Amiga, just put in King's Quest or Leisure Suit Larry, and "it worked". :-D

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