Good evening, my friends ! [ Clearly not to you, the Archimedes bashers ]
I'm making this short, not sophisticated video
I'm making this short, not sophisticated video
which I won't do, so keep reading the Frenglish subtitles ;-)
which I won't do, so keep reading the Frenglish subtitles ;-)
So I am 1st going to use French, [ my mothertongue, and well 'Cocorico', after all ;-) ]
So I am 1st going to use French, [my mothertongue, and well 'Cocorico', after all ;-)
So I am 1st going to use French,                    
    [ my mothertongue, and well 'Cocorico', after all ;-) ]
There is this fabulous new demo on the GX4000 (Amstrad CPC PLUS)
demonstrating one level of                
           Shadow Of The Beast running
So, of course some people couldn't help writing :
So, of course some people couldn't help writing :
'When are we going to see                 
                 Shadow Of The Beast                              
           on the Acorn Archimedes ?'
(Laugthers)
Well, we'll see ... ;-)
There is something very interesting almost ready on the                                             
                         Acorn Archimedes                     
           [ developped by master coder Stephen Harrison ]
I have talked about it many times, it is an end of a scanline pseudo interrupt
So well, of course,
it will allow to achieve results thanks to hardware accelerated means
when beforehand everything had to be done                                                                          100% software by                               
                  the ARM2 CPU
I explain that in French because apparently that is the French people who have the most difficulties to understand what it means,
I explain that in French because apparently that is the French people who have the most difficulties to understand what it means,
when they are really fond of the Amiga systems.
You have noticed my phrasing : ' really fond of ' ...                     I am being polite.
I am trying to be nice ;-)
What there is to understand is that an end of scanline (H-Sync) interrupt
What there is to understand is that an end of scanline (H-Sync) interrupt
What there is to understand is that an end of scanline (H-Sync) interrupt
on the Archimedes which allows to redefine
absolutely all
the registers of the video processor   [ VIDC ]          
            ( and there are many since it is a very versatile and highly programmable chip )
and all the registers of the memory controller,                   where are stored all the DMA               
                   (Direct Memory Access) addresses
with a machine that can address
up to 480 kilobytes of RAM memory                                                  for the video screen area
Well, one can understand that it opens
Well, one can understand that it opens
for sure some perspectives to reproduce some effects as found in Shadow Of The Beast
using hardware capabilities instead of software                  [ with the ARM CPU ]
I think that, errr ...
philosophically, intellectualy,
philosophically, intellectualy,
it should be understood quite easily
Because well, let me explain for people who didn't know it :
on the Archimedes everything was achieved by software programming ( using the ARM CPU )
maybe except some times for vertical or horizontal scrolling, but well as a whole to scroll entire scanlines (vertical scrolling) or entire columns (horizontal scrolling)
maybe except some times for vertical or horizontal scrolling, but well as a whole to scroll entire scanlines (vertical scrolling) or entire columns (horizontal scrolling)
at the V Blank, once an entire screen has been refreshed by the electrons beam
at the V Blank, once an entire screen has been refreshed by the electrons beam
at the V Blank, once an entire screen has been refreshed by the electrons beam
at the V Blank, once an entire screen has been refreshed by the electrons beam
But now we can do that at the end of each scanline, so it is going to change a lot of things.
[ For example ] We are going to be able to work with virtual HUGE screens,
and scroll on them by redirecting the video DMA [ and more operations ] at the end of each scanline,
and scroll on them by redirecting the video DMA [ and more operations ] at the end of each scanline,
If you have read on codetapper [ http://codetapper.com/amiga/ ] how it is done on the Amiga,
how the hardware scrolling of a background is achieved on the Amiga,
using the hardware. [ For example for Pacmania ]
In fact there is a huge map and you set, addressing the hardware, what you want to display
so on the Archie now we are going to be able to do the same
it'll be a little bit more complex
for sure but still doable.
So in fact what I simply want to show you tonight,
in particular to the programmer from Logon I am in contact with and chatting, which is cool,
it is what has already been coded 100% software on the Archimedes,
running at 50 frames per second,
with results close to Shadow Of The Beast,
showing some of the effects displayed in the game Shadow Of The Beast on the Amiga, and to chat about that.
Now I show you my machine, it is opened, because I am preparing it, as I have sold it on Ebay.
So it is a BBC A3000.
It is not a machine with an ARM3.
In case you could think there is an ARM3 soldered onto the motherboard ( laughters ),
I am even going to show you it is not the case.
 
So here we are :
So here we are :
See ...
This is the ARM2.
The original ARM2, it has not been desoldered
to install an ARM3,
If that was the case, there would be an oscillator and a small additional chip
There you can see I have replaced the rechargeable battery.
So yes it is an ARM2.
There are 4 Mbytes of RAM because well that is so convenient.
There is no need of 4 Mbytes of RAM to execute what I am going to show you :
everything runs on a standard 1 Mbyte machine.
So you can see this isn't an upgraded system.
So you can see this isn't an upgraded system.
I only want to bring some infos / be a teacher, as I am
really tired of hearing people about Shadow Of The Beast on the Acorn Archimedes
sent to my face, with the explicit idea   
         'Your machine can't even do it'
It is really ridiculous.
By software programming,
it is highly probable it could do it at 50 frames per second,
or maybe it would fall a little bit short of expectations, will a smaller screen area   
        [ as ridiculously SMALL as the 288 x 192 screen mode of the Amiga SOTB ]
but that is something to try and see, but now there are these new hardware capabilities unleashed
it is well [of course doable].                    
  Okay, okay, I know, I hear you, 'show us',
well I have other fish to fry frankly, and
I am more interested by having an overscan Pacmania and adding some tints of yellow
to the Pacman character as some people find there are not enough (according to them)
It is so easy to do,
the way Pacmania has been coded, with on the fly shifting of the background tiles,
as explained by Shaun Hollingworth [ its programmer ],
It is simply a matter of having them  
          already all shifted in memory :
all the power [ CPU cylces ] will be available [ freed now it is not on the fly shifting ] to get overscan.
Maybe as it is already possible [ with on the fly tiles shifting ], overscan is already possible.
I don't know if I'm going to ...
I am 1st going to mod Pacmania.
But, well, I am now going to show you what has already been coded 100% in software and was close to the effects demonstrated by Shadow Of The Beast
showing some effects on the Archie, as found in Shadow Of The Beast.
The machine is booting.
Simply with the time it takes it to boot compared to an ARM3 based machine
you can be sure this is an ARM2 based machine
But yes the only little modification I have done is
for the sound, I have modded the audio circuit, I am not sure you can see it
I have modded the audio circuit, I have carried out the modification
I like with an [audiophile quality] Burr-Brown operational amplifier instead of the original OPA
I have removed the audio filter, because this way the quality of the sound output is really much better
Yes, yes, I admit that the operational amplifier in the Amiga
is of better quality than the one found in the Archie
and the audio filter in the Archimedes, as Acorn built it,  is stupid.
As I already said it, on the motherboard there are the connectors to get the unfiltered sound
The only machine where there are not the connectors is this machine, the BBC A3000.
But, hey, ok, to do the modding,
even an handicaped person (sorry for the handicaped people, I have nothing against you, this is a French saying), with an arm in the back, can do this modding
It is so easy to do.
But yes this is really stupid from Acorn,
but I can also list all the bad design and idocies
by Commodore.
will be translated later, not interested by speaking about lame, inferior, crippled Amiga hardware design now. You know how this crippled games console with a decorative keyboard was rushed-in into the market. Hilarious. And for tremendous amount of money (A1000 with 256 kbytes of RAM). The A500 is an unusable machine with only 512 kbytes of RAM, with no reset switch, power switch on the power supply, no battery backed up RTC, bugged to death workbench, spongy keyboard. The A600 is an insult to computing with no numeric keypad. There are numerous revisions of the motherboards, because of the amateurism of Commodore engineers.
Okay, so, let's go. I am going to show you the PowerDemo which
is an interesting demo, from a French [Franco Swiss] demogroup, Arc Angels
this demo, well that's easy
it works in mode 9 on the Archimedes
it is the screen mode 320 x 256 pixels
in 16 colours
but this demo manages to change the palette 3 times per VBL
with a scanline precision
precise enough so that well it works fine on screen
In itself it is quite an achievement,
because back in the day, nobody had managed                    [ or bothered to try ] to do that,
because you had to fight against the interrupts system
which, let's say, always exists on the Archimedes
So when you wanted to change the palette, you could never do it precisely
to get a scanline precision
Today the code available is so precise that not only you can change the palette
but all the values of all the registers [ of the chipset ]
Try to imagine what it means to be able
to change all the values of all the registers
in the video chip (that implies the hadware cursor too)
the respective palettes,  the DMAs, the borders, [ and also the screen resolution ]
absolutely everything with a one-scanline precision
but in fact several times per scanline, up to 16 times
Try to weigh the potential
So, okay, in 16 colour screen mode,
but with palette changes.
So yes I know the trees and so on are missing
but when you are going to watch it, keep in mind the following :
it is clearly stated in the scrolltext :              
            it has been coded to run at 50 fps
even on the earliest Archimedes
which had the 1st version of the memory controller :            the MEMC
This 1st version of the memory controller has been superseded by  the MEMC1A
in mid 1988, or early 1989
And what for ?
Because a different memory controller was necessary to use the ARM3
which is the CPU you can use instead of the ARM2 as found in all the Archimedes
Later on the ARM3 was the standard CPU of                  machines like the A540,
the A680, the A5000
(2 versions for the A5000, 25 and 33 Mhz
easy to overclock btw)
So a new version of the memory controller was necessary, and as Acorn improved it
we had a machine 10% faster. [ This faster memory controller was 1st implemented as standard in the BBC A3000 and all previous machines could be upgraded, simply because the entire chipset is socketed, and not soldered ]
So for what you are going to see.
With the 4.5 MIPS delivered by the BBC A3000,
you already have 10% of this power available [ and not used in this demo ]
on a normal machine [ with the MEMC1A ]
since as I have explained earlier, the demo was designed for machines with the original MEMC
and runs at 50 fps, while the MEMC1A brings 10% more power to the machine
And furthermore
the mod playroutine used
( as here were are playing a mod created on the Amiga
as often on the Archimedes ),
is one of the worst and slowest, it was the 1st one coded on the Archimedes,
uses between 20 and 25%
of the CPU cycles available by frame
Do you imagine that ?
And today, in fact soon afterwards,
we have a mod playroutine (QTM Queue The Music) by my friend Steve Harrison
which uses between 8 and 12.5%
of the CPU.
So do the maths :
With the new MEMC1A you have 10% more CPU cycles available per frame
and with a correct mod playroutine
You have again an additional
10, 12 or 14% of CPU cycles available
that means 25% of CPU cycles available per frame
So try to imagine
watching this demo
if with 25% available, that is 25% of
4.5 MIPS,
that is a little bit more than 1 MIPS,
don't you think it is possible to add the missing graphical elements and so on ?
and come close to Shadow Of The Beast on the Amiga ?
No kidding ?
Intellectually,
it is quite easy to come to the conclusion
It is not because it has not been done that it is impossible to do
For the demonstration, well that is just some maths
So, okay, I start the demo
[ PLEASE NOTE : WHAT YOU ARE ABOUT TO WATCH DISPLAYS 320 x 256 PIXELS ON SCREEN : THAT IS 'JUST' 48% MORE PIXELS ON SCREEN THAN THE LAME AMIGA WITH ITS RIDICULOUS 288 x 192 RESOLUTION USED FOR SHADOW OF THE BEAST ! ]
I lower the sound of the loudspeakers, so that you can hear me, I only leave the 2 internal loudspeakers on
subtites are back at the end of this demo
With 25% of free CPU time, you don't have the feeling that it makes Shadow Of The Beast doable, on the Archimedes ?
I don't know ;-) I must be crazy . I don't see how you can state that it is not possible.
So here there are 3 palette changes.
There is a 1st palette change for the clouds, there is one for the mountains, there is one for the green bits, and there is probably another one
for this raster effect for this red colour and its tints, and there is another one for the bottom
and you can see it is precise, with a scanline precision, which was a 1st on the Acorn Archimedes
And there is a keyboard handler, so you can't even say that it blocks the interrupts, making it unusable for a game
See : there are a few things happening on screen
and it is not planar, it is chunky, so
 
even if there are not many colours, it is nevertheless 4 bit per pixels displayed
there is no other way on the Archimedes :
all the pixels you see on screen, they are 4 bits per pixel
and they don't use the hardware sprite
 
 
 
 
That's all. So well, that is for the 1st demo,
I can show you the size of the demo
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
'BackRaw' that is the background
almost 40 kbytes
that is the size of the gameplay
 
 
 
 
 
 
This is for the fonts
 
3072 bytes
 
 
 
 
 
 
 
 
 
'MoonRaw' : this must be the moon, concatenated pixels
128 bytes, that is 256 pixels
in 4 bit per pixel screen mode
 
 
 
 
 
 
 
 
And well, music
The file takes 91 kbytes
 
So, well, I don't know for you [ irony ] , but when I see this demo, well, I think that
Shadow Of The Beast on the Archimedes, in 16 colours,                                               
                                   with palette changes                                                                       [ And 48% more pixels on screen ! ]                                                     [ And 48% more pixels on screen ! ]                                                      [ And 48% more pixels on screen ! ]
yes I believe this is possible, [ with 1 MIPS unused ]           with the palette changes
 
On a standard machine with a MEMC1A
and with a better mod and sound playroutine
perfectly accurate
that is the faster QTM (Queue The Music) playroutine, compared to this one
which I repeat used 22 or 25% of CPU cycles available per frame
You can check everything I say,
there are the tests and the benchmarks on the Net                    [ and in the magazines tests ]
So now let's watch the second demo
this one is also a funny little one
it isn't in 16 colour mode, but in 256 colour mode
at the same time it is a game
for this one I am going to do it reverse
I am going to show you its contents
1st what the guy explains
He is George Saliaris, his scene name was eXcelsior
he did several demos on the Archimedes
He details what is in the folders
It is a Tetris-like game so you can change the bricks
you can edit them but you can not change their size
so, well, okay
 
This is a !Run file
Le me show you what a !Run file looks like on the Archimedes
It defines and sets up various parameters
It claims 576 kbytes to start
160 kbytes of memory reserved for the screen area
since, well, as it does bank switching           
[ work is done on one bank, while the other one is displayed, then it is swapped at V-Sync ]
2 areas of 80 kbytes are needed
and that makes 160 kbytes in total
 
The screen mode is 320 x 256, 8 bit per pixel
so yes this is a 256 colour screen mode
Nothing miraculous, it runs on a 1 Mbyte machine
 
576 kbytes, 160 kbytes
Ir runs on a standard 1 Mbyte machine, like the previously shown demo
!Runimage is the code
I can show you its size
14 kbytes
 
This is a small utility to alter the memory settings
 
 
 
 
 
Track, ok, rather easy to understand what it is
Track it is the music
And here well we are lucky because all the sprites are in the standard RISC OS format
I am going to load it. It is not going to look nice as I use RISC OS in 16 colours at the moment
but anyway we are going to be able to see what is in the file
We are in a 16 colour screen mode, but I am going to show you in 256 colours
 
 
Oh, well, how funny, that is the picture we are going to see in the demo / game
picture
and the fonts
it is nice and neat on the Archie, isn't it ?
 
Here you can see the standard 256 colours
Picture in 256 colours
 
 
 
 
 
 
Mode 13, that is 320 x 256, 256 colours
That is 80 kbytes
 
It uses the standard 256 colours of RISC OS, there is no different palette file attached, nor mask
It is a damn stupid picture
 
That is one of the available sets of bricks  
 you can use in the game
in 256 colours, as you can select one set of bricks         or another one
You can select one set or the other
You can set that in the parameters
 
 
Total size of this demo / game is :
 
254 kbytes
[ PLEASE NOTE : WHAT YOU ARE ABOUT TO WATCH                                        
             DISPLAYS 320 x 256 PIXELS ON SCREEN :                     THAT IS 'JUST' 48% MORE PIXELS ON SCREEN THAN THE LAME AMIGA WITH ITS RIDICULOUS      
               288 x 192 RESOLUTION USED FOR SOTB                                ON THE  WEAK AND INFERIOR SYSTEM             
                         AMOEBAAAAHHHH !                                                            THIS TIME IN 256 COLOUR MODE ON THE ALMIGHTY ACORN ARCHIMEDES ! ]
It is a pain in the arse to have to show everything and clarify everything [ to imbeciles ]
So here we are, we are in 256 colours                                    [ 320 x 256 colours : 48% more pixels on screen compared to the lame Amiga for its SOTB ! ]
Colours are not freely selectable, so we have various tints of blue, and some patterns
But hey, that is 256 colours !
I am ok the moon is missing, but see what is displayed top left corner
Everything is 8 bit per pixel, each single pixel you can see can be any colour among 256
You cannot display some 4 bit per pixel upon some 8 bit per pixel background
The Archimedes only has linear 'chunky' screen modes
it doesn't use planar screen modes
so you cannot do this kind of arrangement  
   [ to cheat, as the lame Amiga does because of crippled hardware ]
I agree these are not trees, but well there are ongoing movings things displayed on screen
50 fps on an ARM2, an Archimedes at 8 Mhz
So : is there the potential to have     
                Shadow Of The Beast           
           in this 256 colour screen mode,         
       on the Archimedes ?
And the screen mode is 320 x 256,                   
          not the limited 288 x 192 resolution of                         the Amiga Shadow Of The Beast game
Okay, we agree on that ?
You have noticed the difference ?
The display on the Archimedes is much larger                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      [48% more pixels are displayed on screen]                      ROTFL
And yes there is a keyboard handler
because we can play the game
of course I don't know the keys
But see on screen, there is a lot displayed
 
It doesn't slow down
I have hit the Pause key
These bricks have to be displayed each time                        [ by the ARM2 CPU, thus taking some cycles ]
all done by the CPU, they are not hardware sprites
and it doesn't slow down
For the ground I do not know how many layers there are
I count ... Hard to tell because of the fonts scrolling ...
I count at least 10
So understand just everything you see is handled by the ARM2 CPU
because as I already have explained in the past :
on the Archimedes, when you use the multiple register transfers ARM instructions, from memory to registers, or from registers to memory,
The 1st series of 4 bytes takes 4 cycles, and then each series of 4 bytes takes, each, 1 cycle.
So when 1 byte encodes 1 pixel (in 256 colour modes), so it means for the next series of 4 pixels, one pixel takes a quarter of a cycle
But hey I am ok you have to load them from memory into the registers, and then store them from the registers to the screen memory
So 1/4 of a cycle x 2 that is half a cycle for 1 pixel             in 256 colour mode (1 byte encodes 1 pixel)
We are not at all with the timings of the                                [ crappy, outdated design, from 1979 ! ]  68000 CPU.
I know it is something you can't manage to understand
you think that necessarily there is the need of copros or some form of hardware acceleration
but no no no no no
The blitter, in a way, all this hardware acceleration
which you have on the Amiga                                                   [ which you need because the 68 000 is very slow at accessing memory ]
it is, in the Archimedes, in the behaviour of the ARM CPU and the memory controller, working together
What else can I add ? What do you want me to tell you ?
It is detailed and documented just everywhere
I am going to exit and check the keys I want to play a short game
?? It doesn't exit properly ? OK yes it does.
So what are the keys ?
 
I remember the configuration was in there
It is there for the configuration, IIRC
We can even change the keys, they are defined in the !Run file
ok : 46582, of course : on the numeric keypad
It is not an Amiga600, we have a numeric keypad
it is a computer, not a [ shitty ] games console
It is a true computer [ a powerful workstation ]
It's a pain in the arse to have to justify yourself [ because of retards from the Amiga asylum, always bashing the Archimedes ]
You see, the ARM CPU has to plot everything on screen
Let's stack the bricks to see if it slows down                       [ with more and more stuff displayed on screen ]
Does it slow down ?
Are we going to drop frame rate from 50 fps to 25 fps ?
It doesn't look like so.
Can we, with all this, have some moving trees instead ? Can we move some eyes, and so on ?
I dunno, what do you think ?
We are still with a frame rate of 50 per second
Isn't that worth noticing ?
Is that enough or you need more ?                                        [ you, stupid Amiga fanatics and retards ? ]
I try to stack the bricks                                     
      [ to have maximum stuff for the machine to plot on screen ]
Okay, I don't know, to me, demonstration is made.
So why did nobody ever code Shadow Of The Beast on the Acorn Archimedes ?
Do you want me to answer frankly ?
Frankly : nobody gave a ** flying fuck ** about  having                                                                                Shadow Of The Beast on the Acorn Archimedes                 [  EAT THAT : YOU IMBECILE AMIGA FANATICS  ALWAYS BASHING THE ARCHIE !  ]
The Archimedes wasn't a gaming machine, anyway
It was a machine for coders and users of serious productive applications
The users base, excluding the machines used in the schools or unies, the ratio, compared to either the Amiga or the ST users base
Because you can consider the Amiga and the ST               had a huge distribution
worldwide,  huge in Europe,
and the Archimedes was sold only in the  
United Kingdom
you must undersand that, and a little bit in Australia and New Zealand
I think the ratio of machines that landed in the households
( I remove the schools and universities [ and offices or industries ] )
I think the ratio of Archimedes machines (in households, where the machine could be used by demo coders or games programmers) compared to the Atari ST or the Commodore Amiga
I think the ratio is 1 to 500 or 1 to 800
I think you can understand we had less people with the desire
to do something like on the Amiga ( which, anyway, nobody gave a flying f..k about [ this inferior and slow gaming machine with crippled, outdated technology ] )
because, very early in the life of the Acorn Archimedes, the interest turned towards 3D programming
I have uploaded a translated video by the CCH                    ( Centre for Computing History ) of an Andrew Hutchings [ who wrote Chocks Away ] interview
He explains very well : 'I have bought an Archimedes, as, well, when I have seen Lander / Zarch
I understood the Archimedes would be a dream machine to program 3D'. That's it.
And really a lot of people had the exact same reasoning
Their idea was the following '2D, yes, okay, that is nice ; but 3D, frankly, it is going to be fun, with its open worlds
and, to simplify, with the Acorn Archimedes, you have,    at home, a workstation with a tremendous computational power
Add to that : linear (or 'chunky') graphics modes, which are ideal for 3D, compared to planar modes
So the coders decided to go to 3D, but there is no reproach to address to these programmers : 3D was a choice
Frankly, even to play games, for the gameplay , no BS : consider playing a game like Shadow Of The Beast
which is a technical demo, with a disastrous, lame, gameplay, where the world is very limited ;                        and playing games like Elite, Chocks Away, Starfighter 3000, Black Angel, to name a few, on the Archimedes
There is just no comparison : 3D is much more enjoyable
And let me remind you the Archimedes was launched in June 1987
The time to get a proper users base
you had to wait until 1989, 1990, 1991         
           [ with sales only in the United Kingdom ]
Already 3D was much more present
thanks to the PC and other powerful consoles
For 2D, well, I am not going to say it was dying,                  it wouldn't be true, but
truth is that interest in gaming was clearly swifting towards 3D
That's life.
I leave the comments section opened, not filtered
you will be able to write all the BS you want
It is not excluded I try to produce a Shadow Of The Beast port
on the Archie, 100% software
But anyway today the interesting thing to do is to code it
once RasterMan ( Raster Manager ) is fully complete and documented
and to use it, my very own routines to plot and unplot sprites on screen are fully completed too
I really want to have something perfectly optimised.          I have not worked on them for a long time
I have to restart working on the unplotting routines.     The sprites plotting routines are demonstrated on my YT channel ; not only they are superfast
but, in addition, even if the visual displayed screen is distorted on each scanline,
the sprites will be displayed straight, correctly,
let me remind you all screen modes on the Archie are linear ('chunky'), there is only one bitplane, 256 colours (in 256 colour modes)
there is one bitplane of 256 possible colours for each pixel
so if you plot something on screen
and you distort the visual display on each scanline           [ using hardware features ]
what you have plotted on the displayed screen will also be distorted
and it is not what you want. What I have coded compensates the distortion.
And at the moment I am concentrating on further optimising the code to do the unplotting
so that it is the most optimised possible
and of course the code to do the unplotting, which is some generated code,
but which is generated by a code generator, that will be in the code of the game or the demo, to save some RAM and disk space,
it is more complex [ than the generator to generate opcodes to plot sprites ], because
it must deal with parameters, that is : the x maximum distortion on each scanline
And all this takes some time.
In fact no it doesn't take me some time : more exactly :     it bores me now
I very well know how powerful it is
I lose interest coding, after some time, when I know how good the figures are, and
I just very well know what to think about the speed of the routines
To make a long story short : your opinion, as people who just know nothing,
in particular you, the Amiga fanatics,
Let's be frank : I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion.I wipe my arse with your opinion
I don't give a fuck about what you might think
You do not know the Archie, you do not know anything about its resources
even your Amiga you do not know it anyway
Only a few people know the Amiga really well
and those who [ really ] know and speak about it,
they are on eab and some other forums,
they tell the Amiga fanatics to pour some cold water on their fantasms,
about the alleged capabilities of the Amiga
because very soon they explain the limitations of the Amiga chipset
Just ask yourself :
why is Shadow Of The Beast, on the Amiga,
only in 288 pixels per line [ and 192 for the heigth ]  ?                          [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROTFL ] [ ROFL ][ ROTFL ] [ ROTFL ] [ ROTFL ]
Ask yourself.
On the Archie I do not have such limitations.
I have no limitations : I can have SOTB in 416 pixels per scanline, full overscan
I won't lose the usage of anything.
I will still be able to use the hardware sprite,
all the changes I want per scanline,
the palette changes. That's it.
You the Amiga fanatics : just ask yourself why there are some limitations on your beloved Amiga.
Your 'fantastic' machine. It is not an X68000.             Conclusion : stop it.
What Commodore did is 'clever', but it is full of limitations.
And it is also why the evolutivity of the Amiga was so lame.
Okay ! But go go go :
spill your hatred [ of the almighty Acorn Archimedes ] in the comments section :
go on ! What you don't understand is that I am laughing my ass off when I read them.
On the contrary please add some comments : because your utmost lame lack of knowledge of the Acorn Archimedes,
as far as ARM programming is concerned,
also about the hardware resources of the Archimedes,
the cycles, the time this or that takes,
it really makes me laugh my ass off,
be it on gamopat, on eab, anywhere,
there might be a pervert side to it, but
frankly your lack of intelligence  makes me laugh,                    you just have no idea ;-)
Well, you have the subtitles, guys ;-)
NOT
 
 
French audience ultra fanatics of the Amiga =                   a bunch of arrogant and retards with ultra low I.Q.
 
 
 
The French arrogance at its best, or worst, you tell me
 
 
 
 
French arrogance :                                          
          'I do not know, but I talk BS, with a big mouth'
 
subtitles to come in a week
come back in a week as it will be the most succulent part, trust me !!!!!!!!!!!!!!!!!!!!!
 
 
 
 
 
 
 
From here you are going to laugh, guys, believe me ! I was excellent during this live session !
 
 
 
 
 
 
 
 
 
Ready ...
Set ...
Strike !!!!!!!!!!!!!!!!!!!!!!!!
 
Second strike in a row !!!!!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Among Commodore, Atari and Acorn, there was only one : that was Acorn
Acorn.
Sorry that's just the facts.
 
 
 
 
 
 
 
 
 
If you knew what I have achieved in my life ;-)
The Archimedes is just an amusement, and furthermore it isn't my main interest
my main interest is geopolitics and global economy
 
Everything you see me doing related to the Archimedes
ok let's say if that is 7% of my spare time, it must be the maximum
 
 
 
When  I told you about the machine
 
I was extremely sincere [ just to bring the right infos ]. You'd better open your eyes, that would be much better.
OK bye. Spill your hatred in the comments section, I leave the comments section unfiltered
 
I'll do as usual : I'll come back reading them in a month
In the meantime you will have played with your willy all alone.
That also makes me laugh, truely.
