More content added

This commit is contained in:
Ilia Sharin 2026-04-26 14:46:18 -04:00
parent 5fac29ccd5
commit 8133b3a6cb
90 changed files with 7794 additions and 705 deletions

View file

@ -304,7 +304,7 @@ When no Fast RAM is available, everything competes for the same 512 KB2 MB:
```c
if (!hasFastRAM) {
/* All memory is Chip RAM — conserve aggressively */
numBitplanes = 4; /* Use 16 colours instead of 32 */
numBitplanes = 4; /* Use 16 colors instead of 32 */
useDoubleBuffer = FALSE; /* Single buffer saves 40 KB per plane */
maxBOBs = 8; /* Fewer sprites = less Blitter work */
musicQuality = QUALITY_LOW; /* 4-bit 11 kHz samples save Chip RAM */
@ -312,7 +312,7 @@ if (!hasFastRAM) {
}
```
**Why**: On a Chip-only system, the CPU, Blitter, display, and audio all share one bus. Reducing display complexity (fewer bitplanes) frees DMA slots for the Blitter AND frees Chip RAM for audio/game data. This is why many A500 games use 4 bitplanes (16 colours) while the same game on an accelerated A1200 uses 5 or even 8.
**Why**: On a Chip-only system, the CPU, Blitter, display, and audio all share one bus. Reducing display complexity (fewer bitplanes) frees DMA slots for the Blitter AND frees Chip RAM for audio/game data. This is why many A500 games use 4 bitplanes (16 colors) while the same game on an accelerated A1200 uses 5 or even 8.
### Strategy: Chip + Fast RAM Mode (Accelerated Systems)
@ -321,7 +321,7 @@ When Fast RAM is available, the architecture unlocks true parallelism:
```c
if (hasFastRAM) {
/* CPU runs from Fast RAM at full speed; Chip RAM for DMA only */
numBitplanes = 5; /* 32 colours — display looks better */
numBitplanes = 5; /* 32 colors — display looks better */
useDoubleBuffer = TRUE; /* Flicker-free, worth the Chip RAM */
maxBOBs = 24; /* More BOBs — CPU can compute while Blitter blits */
musicQuality = QUALITY_HIGH; /* 8-bit 22 kHz — Chip RAM freed by code in Fast RAM */