kskunk, on Tue May 10, 2011 11:30 AM, said:
kool kitty89, on Tue May 10, 2011 12:52 AM, said:
The lynx design seems to make a much better basis for a cost-effective/flexible/attractive (to developers and consumers) mass-market home game console than the Panther.
While I agree that a console inspired by the Lynx is interesting, I don't think the actual Lynx chipset is usable. It would be a do-over.
You probably can't use Mikey, since a 6502 is pretty slow compared to a Genesis/Panther.
Perhaps an 8 MHz 65C02 would be OK, after all, the PCE/TG-16 ended up being faster at a number of tasks (many game-related/common operations -especially collission detection -hence much less slowdown in shooters) compared to the Genesis, let alone the SNES (a some operations faster per clock, but nothing that was fast enough to overcome the clock speed disparity with the 7.16 MHz CPU in the PCE). Unlike the PCE, you wouldn't be using incredibly fast (140 ns) ROMs, but rather cheap/slow ROM (not even mapped to the CPU address space) intended to be loaded into RAM as needed.
Perhaps adding a 8kx8-bit SRAM to work in at full speed (no wait states for page breaks -probably have zero page mapped within that memory as well) sort of like the "caches" in later Apple II derivatives. (more so if it was mapped to a separate bus to run in parallel with Susie, but that's adding to cost again)
Such a "cache" would also be a way to actually have a 6502 going faster than 8 MHz (the limit for the DRAM in page mode) with useful performance gains. (albiet, I'm not sure when the 10-16 MHz rated 65C02s became available)
Then there's the possibility of boosting performance with a 65816 rather than a C02, which would still be a relative cheap option for the time. (an 8 MHz 65816 would be much better than the SNES or PC Engine, and with trade-offs with the MD's 68k -but more cases of advantages than the SNES or PCE, the latter already having quite a few areas where it's faster than the MD because of the CPU)
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Suzy is also slow. Slow is fast enough on the Lynx, since you only have 160x102 pixels. But that's one quarter of the pixels used by the Genesis (or Panther). If your Lynx game hits 30FPS (not all can), your Lynx console is good for 7FPS. Not exactly Sonic-speed...
Separating source and destination (dedicated DRAM for the framebuffer) would help that considerably, wouldn't it? (get the fill rate far closer to peak, albeit that would still be 4Mpix/s max, so you might be able to manage 30 FPS in the 256x200-320x200 16 color range)
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First you'd have to increase the bus width. 8-bits just isn't enough width for a fast blitter. Whoops, that's a complete datapath redesign. But maybe we can keep parts of the Suzy control logic? Hm, now that's the bottleneck, since Suzy is shifting 4-bit pixels per Suzy cycle. This was fast enough on an 8-bit bus, but we need a new controller now.
Yes, so building directly onto the existing 8-bit design might make more sense. Maybe using a 2 bus design would actually be preferable in that respect. (let the CPU and blitter run in full parallel, and it is 8-bit data paths, so relatively inexpensive as far as number of traces (and overall complexity) on the PCB. (maybe if they wanted to compromise more for cost, the CPU could use shared DRAM for less critical data and some code, and smaller amount of fast SRAM on its own bus to work in, albeit in that case you'd probably at least need a 32kx8-bit SRAM to really have a decent amount of freedom, but that may have been doable at reasonable cost -not nearly as expensive as the 32 MHz 32-bit SRAM used in the Panther, more chips, more traces, high speed rating, etc -after all, Atari actually had put 32kx8-bit SRAMs on 2 Epyx games on the 7800 back in '87/88 . . . and only used 16k -apparently the cost of using 2 8k SRAMs was too much -more likely an issue with the larger PCB required) Of course, the other trade-off would be adding the necessary interface logic for the CPU to have its own bus and purely use DRAM (with some hits with page breaks, but with more freedom than a mix of fast SRAM and shared DRAM, and practically having much more RAM at lower cost than that 32k SRAM -more so depending on whether the added interface logic was embedded in a small ASIC -paying off much more in the long run- or not definitely no point in going beyond 8 MHz in that case -unlike the 68k, you wouldn't really gain anything with a faster clock rate and wait states either given how memory-dependent the 650x architecture generally is)
If they did use DRAM, you could probably have a full 64k for the CPU (a single bank if using the '816, otherwise perhaps requiring the blitter to update code/data as needed . . . or maybe do that for the '816 too and only use 16-bit addressing -avoid the latch to demultiplex the added address lines), another 64k for the framebuffer, and perhaps a 128kx8-bit DRAM for textures and added storage, or perhaps more than that given it is relatively inexpensive DRAM and the more RAM used, the more practical it is to have all data compressed in ROM. (and more heavily compressed in ways not at all realistic to stream on the fly) Perhaps 256 kB for textures/added storage would be practical for the time. (thinking a late 1989 release -RAM prices obviously dropped a lot in the early 90s . . . until they stagnated from '93-96)
Staying all-DRAM would probably be the most cost-effective all around.
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And you still have only 16 colors, which compares poorly to Genesis and even worse to SNES. Sure, you could use palette swapping tricks to catch up, but so can Genesis to stay even further ahead.
Yes, and without modification, the only way you could do that would be 2-pass rendering. (the framebuffer reading 8-bit packed pixels, but the blitter moving around 4-bit data) And if you used only 64k for the framebuffers, that would limit the 8-bit color mode to 160x200 or 160x204. (so probably used more for specific games where color is more important than resolution)
And if Atari was aiming at a lower cost platform, that might still make it attractive in general. (there's a LOT of games on the MD that could be competed pretty well in 16 colors alone, especially with some palette swapping -which is rarely done on the MD and can only be done for up to 4 colors per line without nasty artifacts -and a fair amount of CPU overhead given the slower interrupts of the 68k, especially compared to 650x)
They also didn't need better/more powerful hardware in every respect, they needed a decent performing machine with reasonable overall cost to performance ratio (enough capabilities to make it marketable -and even at 16 colors, it would have had some interesting advantages over the MD), and more importantly, hardware that was relatively easy for developers to work with (the lynx had tools to match) and thus reduce risk of development investment (even if Atari had a weaker reputation) and would also mean better average performance/results and a shallow learning curve. (better quality for less time/cost/talent invested) The same reason an STe based console would have been more realistic for 1989 than the Panther, but that would have generally been less cost effective than the lynx. (plus, if you wanted any decent performance with dual BG layers, you'd probably need something like Crazyace suggested with a doubled shifter with dual framebuffers -like Amiga dual playfield, but with 2 4bpp layer and not 3bpp, probably much less cost effective than what could be possible with the lynx with a single 16 color framebuffer, even on an 8-bit bus)
You yourself mentioned before that the tech capabilities are generally not one of the most important things for a system, and in those other areas, Atari was FAR, FAR better off in 1989/1990 than 1993/94. (that, and the tech areas that ARE important aren't generally raw performance as much as real-world performance and how easy that is to achieve -and how much incentive you can give developers to push more difficult architectures vs ones requiring less investment -part of why Sony had sort of a perfect storm with the PSX, they had the hardware/ease of development advantages on top of so many non-technical advantages including competition making some very bad decisions -Sega, Nintendo, 3DO, and NEC . . . Atari was pretty much screwed even if they'd had perfect management in '93-96 due to their pre-existing problems)
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At this point we're looking at a complete Suzy redesign: Let's say 8-bit color at 320x200. This won't quite beat the SNES but it will put the Genesis on notice. Let's see, we have 64KB per frame buffer (up from 8KB), and Suzy is double-buffered, so we need 128KB just for frame buffers.
Well, if you did to 8-bit color, you would be a lot better off than the SNES in some areas since it's a real 256 color framebuffer rather than 8 15 color subpalettes (and 8 more for sprites) generally resulting in below 100 colors on-screen with further practical limitations of the per tile/sprite palette usage so not even as good as a 100 color framebuffer . . . actually a 32 color framebuffer would still have some advantages. (of course, the SNES has a larger master palette, alpha blending support, etc) Of course, to really use use of that palette, you'd need to have 8bpp textures too, so double the RAM used (you could compress/pack more in ROM at least -some things indexed at 16 colors, others as 8bpp and both with lossless compression -then loaded into RAM as 8bpp graphics)
But, again, they probably could have competed with a 16-color optimized system without modifying Suzie much (maybe increasing the addressing if not just resorting to bank switching). It would have been a matter of marketing/market positioning too . . . but more an issue of software support in general. (they couldn't hope for much in Japan, maybe a moderate amount in the US, but probably best in Europe) Atari Corp's image/confidence (as well as their financial standing) steadily declined after 1989, so that would definitely have been the time to act. (the 7800 was also in steep decline that year -from over 1.2 million in US hardware sales in '87 and again '88 to some 600k in '89 and under 100k in 1990). The computers declined from that point on too, so they lost pretty much everything. (losing Jack Tramiel in late 1988 and Michael Katz in early 1989 may have gone a long way towards fostering weaker management and leading to that decline . . . and as that led to weaker financial standings, the situation was further exacerbated and things really started falling apart in both the computer and video game side of things)
The Lynx was doing somewhat OK (mainly in Europe) and fairly consistent from 1990-92, but not enough to support the company. (the handheld market in general was a bit shaky, not nearly as profitable or stable as the home console market . . . especially if you weren't marketable in Japan)
The US market also requires some hefty investment in advertising to dig in and sustain a market position (much more so than Europe, far more hype driven), so that would have been an important factor as well. (another thing Atari was pretty much screwed with after 1990 . . . '89 was probably the best position financially to have the internal revenue and credit with investors to actually have a chance at pulling off a reasonably successful game console -far better than '85/86 when they were still steeped in debt and had no possibility of meeting Sega or Nintendo's budgets -albeit their good management and brand recognition managed to outsell Sega considerably with the 7800 over SMS in the US, in spite of weaker hardware and software -the 2600 sales were the real boost to their market share that made them 2-3:1 over Sega from '86-89 -of course, Sega of America got at dramatic shift in management in late 1989 with Mike Katz launching the first really successful ad campaign -Genesis Does- and making a number of other management decisions critical to building a foundation for their later massive success under Kalinske -would have been interesting if Katz had come back to Atari in 1991

)
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We now need more memory than the Genesis just to show the title screen.
Yes, but MUCH cheaper memory. The Genesis used exotic dual-port VRAM for the 8-bit VDP (64k 8-bit dual port VRAM) and pseudostatic RAM for the CPU rather than investing in the R&D necessary for interfacing cheap DRAM. (probably could have had 256k DRAM and still been cheaper than that PSRAM)
The TG-16 used 64k SRAM for video and another 8k SRAM for work RAM, plus 140 ns ROM even fro 1987 releases. (probably only feasible due to NEC's vertical integration)
The SNES used 64 kB SRAM for video, 128k DRAM for work RAM, and 64k SRAM or PSRAM for audio. (not to mention a very expensive audio system that was larely overkill -basically used as an 8 channel MOD player with compression and reverb)
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Okay, okay, I'll stop. I'll just summarize: To reach Panther levels of performance using a Suzy (framebuffer/blitter) style console, the console would cost 2, maybe 3, times as much to build.
Yes, that's if you wanted to push what you said above, and not a more moderate reworking of the Lynx chipset . . . and still probably not 2-3x the cost as you'd be removing the huge overhead of the color LCD screen and backlight.
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I'm no fan of Panther, but at least it was cost-efficient. And this is Atari we're talking about here!
Yes, but a more conservative extension of the Lynx chipset (even one leaving it a single bus design, but at least with a separate framebuffer bank) would probably have been far more cost-effective all around. (less powerful for raw 2D, but far more realistic for programmers at the time, cheap DRAM, effective use of slow ROM with enough RAM to allow most data to be compressed -and the lynx's support for hardware RLE decoding on the fly)
Plus more potential for some simple 3D stuff. (and decent 2D scaling support, though nothing like the Panther could push, probably about as good as the Sega CD, but without hardware rotation/texture mapping effects -the Sega CD's ASIC is basically a 4-bit blitter that reads and writes single pixels using 16x16 or 32x32 texture stamps that can be scaled and rotated -or used to texture map if done on a line by line basis, sort of like the Jag blitter's texture mapping feature but limited to 4-bit pixels; no separate destination bank either, so full random accesses in 80 ns DRAM with at 12.5 MHz blitter meaning 3 cycle/240 ns read/write times and a further bottleneck of having to DMA that to MD VRAM in vblank at 2.6 or 3.2 MB/s depending on the resolution mode -at which time the ASIC can't render, plus you need to double buffer in VRAM for larger spans -of course, the advantage of having tiles/sprites to work with for normal 3D, but a ton of trade-offs for what the Lynx could do by comparison)
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There's a reason that consoles did not have blitters in the Genesis/SNES generation. Their memory usage and memory bandwidth requirements make them far too expensive. Lynx seemed ahead of its time when it used a blitter, but it could get away with it only because its resolution and color count were very modest compared to contemporary TV consoles.
Yes, but they'd be using FAR cheaper RAM. If you had an Amiga based console in '89 with a full 512k DRAM, you'd probably spend less on that DRAM than the MD did on VRAM, PSRAM, and SRAM (8k for the Z80), let alone the savings of a shared bus design and the feasibility of compressing more data in ROM for cheaper games. (and use of slow ROM . . . though the MD generally used slow ROM too, at least for early games)
Same thing for an STe based console, except that's a good deal less competitive than the Amiga. (again, you'd probably at least need dual playfield support, maybe a low-end FM synth chip to add to PCM -more memory savings and some good capabilities with the right programming -which a lot of European developers seemed to have at least, given MD music . . . albeit Atari probably should have done that for the STe, dual playfield support and a YM2203 replacing the YM2149 . . . especially with a full 8 bitplane mode with 256 colors -less realistic for games -unless it was packed pixel, but an excellent feature for graphics applications at the time . . . features that would have made it more attractive compared to lower-end PC and the Amiga at the time -the latter being most important in their primary European market)
But the ST's market is another topic.
Besides, I still doubt such an STe derived console would be more cost effective than a lynx based one. (even if you did a separate bank for the framebuffer and added a separate bus for the CPU to work in, there's still the general performance advantages of 4-bit packed pixels and the low cost of 8-bit data paths even if using 2 buses and a 2nd bank on the graphics bus)
The only other issue would be that porting 68k to 650x wouldn't always be attractive (or x86 for PC ports), though if the dev tools were like the lynx, it would still be extremely friendly to develop for at the time. (plus, you DID have 2 major 650x based consoles at the time too -3 with the NES and SNES both included, albeit only 1 with any major support in the US or Europe)
OTOH, if reworking the Lynx really wasn't cost effective for the time, there was another really interesting alternative in 1989, something I'd have thought Martin Brennan would have brought up while working on (and criticizing) the Panther design. That would be Flare's Slipstream ASIC previously completed for Konix (but which Konix could not afford to license exclusively), a ready-made system on a chip that Atari could license. Unlike the Lynx, it did support a 16-bit bus already and the blitter supported moving 4, 8, and 16-bit data around with a 256x200 8bpp framebuffer (indexed from 12-bit RGB) with the blitter giving a peak fill rate of 12Mpix/s in 8bpp mode (for line fills, I assume, not copying/moving . . . and unless they supported a separate framebuffer bank, that would probably limit "sprite" and multi-layer BG rendering to only 3 Mpix/s -assuming 2 pixels per read and write, though that could be up to 6M if a separate framebuffer bank had been implemented -it probably would have been cost effective in mid/late 1989 to use 256 kB main RAM and 128k for the framebuffer bank -and with 256x200, you'd have 14k left for extra storage in the framebuffer bank)
The Slipstream also added the fast multiplier unit and DSP to give some really interesting potential for 3D at the time. (adding an FM synth chip would have freed up the DSP more for 3D stuff lessened the load on RAM/ROM in general since most DSP sound drivers being developed seem to be sample based)
It only supported Z80 and x86 architecture CPUs, and while a 6 MHz 8086 was intended for the multisystem, a 12 MHz 80186 or NEC V30 (probably the best cost/performance option in general, though the 186 might be preferable depending on cost -and whether the embedded features were really useful -and any of those probably would have been cheaper than the 16 MHz 68k planned in the Panther). That would have been easier to work with in some areas than 650x, and certainly easier to port to from PC (and perhaps Z80 based platforms -the V30 actually has a Z80 compatibility mode, possibly useful in some extreme cases), but would have still be inconvenient for ports from 68k based platforms. (albeit probably not worse than 650x)
As time went on, x86 could be more and more attractive though. (and with the 3D capabilities -or resource to assist with 2D scaling/rotation- there would be some potential for ports of some PC games difficult or impossible on other platforms, like a nice version of Wing Commander and Wolf3D, maybe even a cut-down conversion of Doom and various polygon games -granted, depending if/when Atari launched a successor and what games got moved over to that machine)
It would be interesting to ask Brennan if he ever suggested that to Atari or if he never considered it. (it would probably have been faster and easier than re-working the Lynx chipset at the time too . . . actually, depending on the licensing/royalties Flare asked, it could have been cheaper than investing in the completion of the Panther project) Even in the simplest case of repurposing the Lynx chipset (singe bus, perhaps 8 MHz CPU, framebuffer bank and more RAM added, probably an off the shelf FM synth chip on top of the simple sound chip -and software PCM, and a new ASIC to control the framebuffer and convert to analog RGB at TV sync rates -so a RAMDAC and CRT controller-)
Plus, several companies had already started work on games for that chipset, but never released anything with the Multisystem not coming to market. (aside from a variety of UK/EU developers, Lucas Arts had shown interest in the platform and had even considered licensing the design to distribute in the US

)
And I believe Texas Instruments had already manufacturing the ASIC, so perhaps Atari could directly piggyback on that as well.
So, actually a lot of practical advantages of using that design over the Lynx or Panther. (the Panther's problem was never low cost or raw performance potential either, but general practical use of the system with the limited RAM, bus hungry Panther starving the 68k, powerful but almost totally alien graphics architecture that would be difficult to port to from conventional blitter/CPU/tile+sprite architectures, etc)
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kool kitty89, on Tue May 10, 2011 12:52 AM, said:
For that matter, it seems like parts of the lynx hardware (at least the blitter) would have been nice in an updated ST
See performance problems above. Also, Suzy's blitter is hard-coded to work with 4-bit chunky pixels. You'd have to redesign it to use anything else. You can't just 'tack on' 1bpp support.
Right, and 8-bit too (which I hadn't realized), so not really a good option at all. The Flare 1 blitter would be better in some areas even, but it also doesn't have less than 4bpp support (and was designed to interface with Z80/x86 CPUs). Though it probably wouldn't have been a bad idea to outsource some ST design work to the Flare guys given how capable they were.

That probably would have been a much better investment than the Panther project in general, like getting an updated BLiTTER developed in time for the STe's release and perhaps give some really useful additions to the STe SHIFTER as well, like dual playfield and/or 8bpp modes . . . let alone packed pixel modes -perhaps chaining the bitplanes like VGA does . . . maybe even tighter integration/consolidation of the chipset than occurred with the STe. (a separate issue would have been introducing faster 68k options much sooner and probably support for a separate CPU bus more like Amiga FASTRAM -especially important on higher-end machines . . . then they went way too far with the TT and had no middle ground for more mid-range workstations/"serious" machines)
Hell, investing in that not only could have made the ST line better in the home/game/business/graphics side of things (especially at a critical time for maintaining their European market position), such developments also could have meant the new ST chipset becoming more attractive. (albeit the Slipstream may still have been more attractive in general for the time)
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Who cares about 1bpp? Anybody who makes computers in the 80s! A good 1bpp blitter can render text at light-speed, which is what a computer like ST really needs.
Yes, and more so for dealing with planar graphics (2, 4, 8, 16 bits of data around would only be good for moving groups of pixels or filling lines).
Albeit, in the specific context of text performance, that wasn't ever a huge selling point for the machine, it might have been (and in 1989 it was probably the best desktop publishing solution on the market -let alone the business applications where fast text would be important), but it's biggest market ended up being as a semi-casual home/games computer, mainly in Europe. (though it was well supported for business applications there too, and had initially established itself for graphics/business capabilities)
Hmm, actually, maybe the more "serious" application side of things would have remained being a huge chunk of their European market as well if they'd managed things differently. (getting the BLiTTER into lower-end machines sooner would have been an important part of that too) Releasing something like the MEGA-STe along with the STe back in '89 probably would have been pretty significant as well. (even without other hardware enhancements)
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Atari's technical decisions weren't perfect, but they were better than their business decisions.
At least from 1989 on that was true.
This quote summarized that nicely:
wgungfu, on Tue Aug 25, 2009 1:31 PM, said:
Goochman, on Tue Aug 18, 2009 10:24 AM, said:
And then Sam Tramiel had a heart attack - Jack stepped back in and wound down operations. I truly think is Sam didnt have his heart attack that Atari would've continued to fight to the last $$$ - but Jack and Leonard were not interested anymore.
Truthfully, Leonard didn't have much to do with the daily operations, he was more involved with the products themselves. And I'm not sure that Sam would have been able to change things if he didn't have the heart attack. Every since he had taken over, the company itself was on a downward spiral. When Jack turned the company over to him, he had mananged to bring the company out of the red and in to the black - shedding all the debt they took on from Warner in the purchase. That was his dream after all, to be able to hand something solid over to his sons and retire. Sam managed to take it from a multi-division multi-product company to a single product company by the time Jack came back in. If they would have fought to the last $$$, there would have been nothing left of a legacy for his kids, hence the reverse merger to get out while they still could. Truthfully, I would rather have had Jack not retire back in the late 80's and have him stick around for the oncoming Wintel onslaught to see how he would have dealt with that. I can't picture just turning tail and closing down the computer division like that.
Again, Katz leaving in early 1989 probably played a role in that decline too. (ironic that he left just a few months before Atari would launch a new game system, and one from a company Katz had formerly been president of too)
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One thing I've learned about engineering: Modern design ideas are well-known at least 10 years before they start showing up in mass market products. It's not like the designers of the Amiga/ST hadn't thought of chunky blitters. And because we all use chunky blitters today, it's obvious (to us) they're 'better'. But at the time, there were cost constraints that made that 'better' design quite a bit worse.
Oh, yes, obviously planar graphics made a lot of sense for the time . . . well not so much on the ST without a blitter. (bit manipulation on the 68k would be pretty inefficent, though block moves of pixels isn't too bad -which is what ended up usually being done, hence pre-shifted sprites becoming so important)
In general though, but the end of the 1980s, chunky pixel support was becoming more important in general (and had always been important for software renderers since CPUs are limited to byte addressing and 1/2/4 bit manipulation tends to be slow if natively supported at all -hell, the 16-bit chunky mode in the Falcon is probably faster to render to than the planar modes for most things, though using the Blitter would make the planar modes more usable). A 160x200 8-bit packed pixel mode on the ST probably would have been heavily used for games and certain graphics applications.
That could have been another rout for the ST's evolution to take, sort of a PC-like progression with no blitter being standard, but an updated SHIFTER with some VGA-like features (hardware scrolling, extended planar modes and new packed pixel modes, simple hardware acceleration to line fill and some others aiding software blits) and introducing faster CPUs to boost performance all around. (PCs did get some common blitter support in the early 90s, but they were mainly limited to windows acceleration and some windows-specific applications, pretty much none for games or DOS applications until around 1995 with 3D acceleration support appearing with some DOS games)
Albeit, VGA also had true text modes as well, so that would be a sticking point. (given the ST's bitmap-orieted design, it probably would havemade more sense to invest in blitter functionality on top of the other VGA-like features rather than shift to text modes)
In the ST's case, its blitter was rather rudimentary and could be useful for packed or planar graphics in any case. (but some features for planar graphics which would be useless for packed pixels; block moves would be useful in either case though you'd need packed-pixel specific line/block fill support to be really useful -a planar-oriented fill-function could still be useful for clearing a packed pixel frame buffer, but not so much for block color fills)