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90 changed files with 7794 additions and 705 deletions
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@ -304,7 +304,7 @@ When no Fast RAM is available, everything competes for the same 512 KB–2 MB:
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```c
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if (!hasFastRAM) {
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/* All memory is Chip RAM — conserve aggressively */
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numBitplanes = 4; /* Use 16 colours instead of 32 */
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numBitplanes = 4; /* Use 16 colors instead of 32 */
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useDoubleBuffer = FALSE; /* Single buffer saves 40 KB per plane */
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maxBOBs = 8; /* Fewer sprites = less Blitter work */
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musicQuality = QUALITY_LOW; /* 4-bit 11 kHz samples save Chip RAM */
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@ -312,7 +312,7 @@ if (!hasFastRAM) {
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}
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```
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**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.
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**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.
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### Strategy: Chip + Fast RAM Mode (Accelerated Systems)
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@ -321,7 +321,7 @@ When Fast RAM is available, the architecture unlocks true parallelism:
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```c
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if (hasFastRAM) {
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/* CPU runs from Fast RAM at full speed; Chip RAM for DMA only */
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numBitplanes = 5; /* 32 colours — display looks better */
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numBitplanes = 5; /* 32 colors — display looks better */
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useDoubleBuffer = TRUE; /* Flicker-free, worth the Chip RAM */
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maxBOBs = 24; /* More BOBs — CPU can compute while Blitter blits */
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musicQuality = QUALITY_HIGH; /* 8-bit 22 kHz — Chip RAM freed by code in Fast RAM */
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