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Documentation about the Vampire hardware

Vampire 4 Standalonepage  1 2 3 4 5 6 7 8 

Simo Koivukoski
(Apollo Team Member)
Posts 354
09 Nov 2018 14:38


Have you ever hoped to change the position of this jumper?

And that it would actually work?

Your dream came true. And even more to come.


Daniel Sevo

Posts 241
09 Nov 2018 14:54


Holy crap, someone call Dave Haynie ;-)

Question, how will regular software behave with this extended memory. If you set highres 256color in "AGA mode" in WB and it eats most of the first 2MB of chip, asnd then you run a demo that wants full 2MB, will it automagically work?


Manuel Jesus

Posts 126
09 Nov 2018 15:08


Lots of struggles to get to this point for sure.
But look at it... innit pretty?


Vojin Vidanovic

Posts 769
09 Nov 2018 16:37


Simo Koivukoski wrote:

  Your dream came true. And even more to come.

Great! Its mappable "fast RAM" (our DDR3).

When will V4 see full 512MB?

I see 060/FPU and 060 MMU!

Is that TRUE?


Mr-Z EdgeOfPanic

Posts 173
09 Nov 2018 18:48


Daniel Sevo wrote:

Holy crap, someone call Dave Haynie ;-)
 
Question, how will regular software behave with this extended memory. If you set highres 256color in "AGA mode" in WB and it eats most of the first 2MB of chip, asnd then you run a demo that wants full 2MB, will it automagically work?

It Should and it does, i made a little script.
The Script opens some IFF pictures with multiview and then eats away about 2 MB of chip.
Then it runs TBL-Silkcut, and it seems to be running very nice :)



Mister Cartoonmonkey

Posts 9
09 Nov 2018 19:21


I wonder how Deluxe paint 5 or Brilliance would handle this memory. If MY memory recalls, I was limited in terms of some of the multi frame anim-brush grabbing I could scoop up, because of limitations of Chip Ram, back when I did my work for Sesame Street.

If anyone on the vampire team wants to send me a stand-alone or early Amiga 1200 card... I would gladly make a promotional animation for it done entirely on the Amiga... Just a thought.

Get me back to my roots guys!!


Simo Koivukoski
(Apollo Team Member)
Posts 354
10 Nov 2018 09:05


When the 8MB of Chip RAM is not enough... :)




Andy Hearn

Posts 180
10 Nov 2018 13:38


if I got my memory addresses right, that's basically the standard chipram space, plus "zorro2" memory address space?
agnus now has access to .. what is that... 24bit addressing to see 10meg? wow. yeah that makes sense. the flylead from a minimegachip board is effectively the 11th address line to allow a 2meg setup.
  sorry just running the numbers in my head out loud!
 
great job :D "should" be as compatible as it can be, providing nothing is trying hard writes to specific address locations ;)

and with a good chunk-o-bandwidth too :D


Allonsanfan %

Posts 21
10 Nov 2018 14:45


Simo Koivukoski wrote:

When the 8MB of Chip RAM is not enough... :)

Does it go all the way to 11?


Simo Koivukoski
(Apollo Team Member)
Posts 354
10 Nov 2018 15:02


This is a Vampire 4 Standalone 10MB Chip Memory area:

EXTERNAL LINK


Captain Zalo

Posts 65
10 Nov 2018 20:02


Try asking in irc. You'll probably get a link to dimensions of the V4 and pin-out schematics.

Gildo Addox wrote:

No answers to my questions? Thanks for helping.
 
 
Gildo Addox wrote:

Words
 





Andy Hearn

Posts 180
10 Nov 2018 22:01


re-ram map, basically "yes". ;)  - great graphic by the way, didn't find that on google

however, anything over 6meg chipram will impinge on the PCMCIA address space...  so/or will providing the next block of 512k space up from this is free, then ethernet cards will continue to work on A600/1200's?
sorry my 600/1200 machines are boxed up at the moment and laziness prevails, otherwise I'd check to see where to see ethernet cards get allocated their usual 64k...


Rod March

Posts 70
11 Nov 2018 22:17


Wahoo!

What is equally exciting is how FAST this chip mem is.

Can GOLD 3 run an 'accelerated' chipset? Or do compatibility problems mean you just have to slow it down to 1990 memory standards?


Simo Koivukoski
(Apollo Team Member)
Posts 354
14 Nov 2018 16:41


Testing games on standalone V4, AmiQuake AGA v1.17.

EXTERNAL LINK 


Andrew Miller

Posts 163
14 Nov 2018 17:25


Looks great, as if its running at full speed :)


Crow Mohikan

Posts 63
14 Nov 2018 22:16


Simo Koivukoski wrote:

    Testing games on standalone V4, AmiQuake AGA v1.17.
   
   
   
    EXTERNAL LINK     
   

   
    Hi.
    What is the timedemo value ?


Nixus Minimax

Posts 270
15 Nov 2018 08:08


It's so fast that at 0:14 the monsters die even before the granade explodes! :o)



Samuel Devulder

Posts 137
15 Nov 2018 10:42


From the video, it seem explosions are lacking particles. Is it a custom build, or an issue ? (I noticed the exe dates from yesterday.)


Andy Hearn

Posts 180
15 Nov 2018 12:25


yeah I saw that too. I dunno if it's an issue with this exe, or a specific thing, but you can mod a config file or run command arguments to say "particles = zero", which can lead to performance gains.
but the grenades still launch with smoke trails... i'd have thought that came under the particles remit as well? I can't remember it's been a while since I played with quake properly and google is not being my friend this morning.


Colin R

Posts 2
15 Nov 2018 13:20


Samuel Devulder wrote:

From the video, it seem explosions are lacking particles. Is it a custom build, or an issue ? (I noticed the exe dates from yesterday.)

NovaCoder's Quake thread over on eab...

EXTERNAL LINK

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