Chilly Willy, on Tue May 24, 2011 2:31 AM, said:
Yes, it came out before AGA. There had been talk it would be part of AGA, but talks broke down between CBM and the makers of the Graffiti. If they HAD built Graffiti into the AGA, they could have had it run in 8 bitplane mode, giving two independent chunky playfields. That would have RULED games of the time.

Yeah, that would have been pretty awesome, especially if they'd tweaked the blitter to work more optimally with packed pixels. (not to mention working on the 32-bit bus . . . or at least double the clock speed of the old blitter and just rely on the existing block move/fill capabilities, but 32-bit chunky blitting abilities would have been great, so would be adding fast block/line fill with fast page mode writes for optimal fill rate -for clearing the framebuffer and filling polygons

-even better is if the updated blitter could also access fastRAM when needed for faster blitting -efficient use of fast page mode copying, though like the 3DO's use of the same technique, you'd have contention with the CPU -except at least the 68020 and 030 have caches, unlike the ARM60)
Or if modifying the blitter caused too many compatibility issues (and adding a whole new blitter was too much cost overhead), they should at least have added basic VGA-type fill/raster op functions. (and require the CPU to do the rest . . . or the old blitter in cases where it was still OK)
On another note, they really could have used a Mode-X like facility by the time of the ECS, even if it meant as much contention as the graffiti historically. (though had they enabled fast page mode reads, even with 16 bits and 7.16 MHz chips -for 140 ns peak access speeds- it would have significantly increased overall performance . . . well, at least if it could be configured with wait states for when the scan line buffer was being filled -and that's ignoring possibilities to changing the clock speeds to things like 8.95 MHz -to be compatible with an NTSC/PAL divisible baster clock- and using 100 ns DRAM -pretty common/cheap by 1990)
After all, VGA had been around for 3 full years by that point.

(abandoning the Ranger chipset in favor of a directly VGA competitive chipset -that was also aimed at generally being cost effective, avoiding VRAM, etc- would have made a lot of sense . . . not just the 8-bit packed pixels, but the 640x480x4bpp noninterlaced color support would have been quite significant too -something that the TT SHIFTER actually added along with the 320x480p 8bpp modes -though, again, I think it lacked packed pixel support, just 8 bitplanes like AGA but limited to 320x480p max, VIDEL from the Falcon added 16-bit chunky modes as well as 8/4/2/1-bit planar modes -no 8-bit chunky modes either AFIK, though those would have been really useful to have)
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The former. Just like 16 color hires on OCS/ECS, things would grind to a halt when trying to access chip ram during the active display. You would have definitely wanted some fast ram with such a system.
Could you signal the start and end of vblank for the CPU to know when there free access to chipRAM? (you'd need better than just a simple vblank interrupt for that if you wanted to precisely time it for both the start and end of vblank -more like hblank/scanline interrupts with the proper interval set for the entirety of thhe usable part of vblank)
Could PAULA sill be used in those high bandwidth modes?
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Page mode was added to AGA. Remember my explanations of the fetch mode? The OCS/ECS did regular FULL cycles. At least it interleaved custom and 68000 accesses for realtively free CPU accesses on most commonly used video modes.
Right, you mentioned it using 1 random followed by 1 page mode access, but still otherwise interleaved? (and that page mode -and the 32-bit bus width- was only used for sprites and playfield/framebuffer scanning)
But is that the only way it could be used? You'd get much, much better average bandwidth if sustained burst accesses were used (like scanning an entire scanline and then giving the bus back, more like what ANTIC+GTIA did, but with page mode

-and exactly what the Jaguar does, but at 64-bits wide as well as in 75 ns page mode).
Not only would that give you a lot more video bandwidth in general, but it would give a hell of a lot more chipram bandwidth to the CPU than old fashion interleaving could. (more so if the CPU was fast enough to read/write in fast page mode -even if the CPU was given similar random+page pairs of accesses, that would still onyl be 14.32 MB/s peak bandwidth or half that for sustained random accesses -albeit without contention, while sustained page mode accesses would allow peak bandwidth of 57.27 MB/s, and video only using a small percentage of that time -and have higher theoretical max resolutions . . . but maybe changing the use of chipRAM like that would screw up PAULA, unless perhaps it had additional buffering/enhancements enabled for those access modes)
Edit:
Wait, it probably does support non-interleaved "bus stealing" access modes too (just like the OCS/ECS, but with 2x the clock speed, 32-bits wide, and with fast page support) . . . though the question would still be whether the CPU could be allowed to saturate the chipram bus like that, or only the video chips. (you'd really want to allow sustained fast page writes for the CPU to quickly copy data from fastRAM -albeit that would be even more useful with packed pixel graphics)
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AKIKO was only on the CD32, which limited it's usefulness. That's why I said CBM would have been better off with something like Graffiti in the AGA. AKIKO was added later to get past the fact that they couldn't get a license on Graffiti.
Yes, so it was limited in use/introduction, even later (1994, just before CBM went under), and less convenient for programmers to port from PC games.
Edited by kool kitty89, Tue May 24, 2011 2:10 PM.