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Work In Progress : AGA Integrationpage  1 2 3 4 5 

Pitteloud Stephane
(Apollo Team Member)
Posts 69
16 Jun 2017 15:47


Hi

I just want to show you the nice progress made by the team on the integration of the AGA chipset into the Apollo core. There is still a lot of work to do, but I'm pleased to show you 8 games, included an AGA one, running right now on the Vampire. On the video, you can see that we only use the DIGITAL-VIDEO cable to carry the chipset picture and sound to the monitor, therefore we are all digital ! The display is done in true 50Hz, so there is no tearing and no frame droping while displaying. It's as smooth as the original PAL displayed version. No configuration, don't need to tune up the prefs : it's just work out of the box. But we don't stop there : we have a nice complex scanline effect that simulate the rendering of the old beloved CRT monitor. So, best of both world : smoth without tearing, scanlined, but displayed without flickering on a modern display via the Digital plug.
Enjoy !
 
EXTERNAL LINK 




Thomas Blatt

Posts 200
16 Jun 2017 18:44


Wow fantastic :)


Sebastian Blanco

Posts 148
16 Jun 2017 22:01


Amazing!


Matthew Langtry

Posts 199
16 Jun 2017 22:49


So does this mean near public beta?


Nixus Minimax

Posts 416
17 Jun 2017 07:00


Matthew Langtry wrote:

So does this mean near public beta?

There are no public betas, never have been. Only releases. Of course, since the feature set is changing all the time, you could argue that all releases have been betas...


Eric Gus

Posts 477
17 Jun 2017 07:21


Nice!
 
  Couple questions..
 
  1. can you turn off the fake scan lines (I am not a fan of them), give me migraines
 
  2. have you tested this with NTSC display modes/60hz frequencies?, I noticed your defender of the crown looks a bit squashed (probably due to PAL display settings)..
 
  Thanks!


Pitteloud Stephane
(Apollo Team Member)
Posts 69
17 Jun 2017 17:48


" 1. can you turn off the fake scan lines (I am not a fan of them), give me migraines"
This is not yet implemented at this stage of developpement.

" 2. have you tested this with NTSC display modes/60hz frequencies?, I noticed your defender of the crown looks a bit squashed (probably due to PAL display settings).."
at the moment we work on the PAL modes in our intern build.




Eric Gus

Posts 477
18 Jun 2017 07:12


Thanks.. #2 explains the odd aspect ratio (DOTC was originally an NTSC game).




Saladriel Amrael

Posts 166
18 Jun 2017 08:14


Will PAL/NTSC mode be switchable someway in real time?
I remember A1200 let you do this by pressing spacebar at the boot menu screen, I wonder if Vampire will let you do this at any time.

Thanx


Simo Koivukoski
(Apollo Team Member)
Posts 601
18 Jun 2017 12:34


GOLD3 does not contain Turtle Mode for the stock a1200 speed. Here are a couple of WHDLoad games that will benefit of it. Audio and video comes through DIGITAL-VIDEO.

EXTERNAL LINK


Matthew Langtry

Posts 199
18 Jun 2017 18:06


Nixus Minimax wrote:

Matthew Langtry wrote:

  So does this mean near public beta?
 

 
  There are no public betas, never have been. Only releases. Of course, since the feature set is changing all the time, you could argue that all releases have been betas...

So experimental gold build 2.5 is not beta, so why is there
Bugs then if full release?



Pitteloud Stephane
(Apollo Team Member)
Posts 69
18 Jun 2017 23:39


Hi

here is the second video with 8 other games, the early startup menu and a closer look at the scanline effect:
EXTERNAL LINK 



Pitteloud Stephane
(Apollo Team Member)
Posts 69
19 Jun 2017 06:31


I will try to source a better camera for the next video, but anyways i tried to give you a closer look at the scanline effect at the end.


Eric Gus

Posts 477
19 Jun 2017 07:09


If gold3 does not contain Turtle Mode, what can be done for games/apps that currently are not in WDHLOAD? 


Nixus Minimax

Posts 416
19 Jun 2017 13:29


Matthew Langtry wrote:
So experimental gold build 2.5 is not beta, so why is there
  Bugs then if full release?

Bugs in one of our releases? Impossible... :)



Nixus Minimax

Posts 416
19 Jun 2017 13:33


eric gus wrote:

If gold3 does not contain Turtle Mode, what can be done for games/apps that currently are not in WDHLOAD? 

The problems caused by too fast CPUs are usually caused by the CPU finishing too early and the blitter still being busy but the CPU not checking and waiting for it. Gold3 has total control over the blitter as it becomes part of the same chip as the CPU. Thus, it is possible to not allow the CPU to start the next blitjob before the preceding one is done. This also means that there is hardly any need for slowing down the CPU and hence no need for the turtle mode.




Jan Vonka

Posts 60
19 Jun 2017 17:01


Thank you for demonstration and explanation, it looks wonderful! Good job Apollo team!


Eric Gus

Posts 477
20 Jun 2017 07:32


Nixus Minimax wrote:

eric gus wrote:

  If gold3 does not contain Turtle Mode, what can be done for games/apps that currently are not in WDHLOAD? 
 

 
  The problems caused by too fast CPUs are usually caused by the CPU finishing too early and the blitter still being busy but the CPU not checking and waiting for it. Gold3 has total control over the blitter as it becomes part of the same chip as the CPU. Thus, it is possible to not allow the CPU to start the next blitjob before the preceding one is done. This also means that there is hardly any need for slowing down the CPU and hence no need for the turtle mode.
 
 

OH ok.. yes that makes a ton more sense now .. thanks!


Simo Koivukoski
(Apollo Team Member)
Posts 601
20 Jun 2017 18:37



 
Here is a couple more of WHDLoad games which will benefit of no Turtle Mode. Audio and video comes through DIGITAL-VIDEO.
 
EXTERNAL LINK


David Wright

Posts 373
20 Jun 2017 19:35


Do all games have to be configured to run through hdmi or once this feature is in place all will automatically display there?

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