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Re: ct60 demo coding
Posted by: evil Jan,18.2005-14:47 

No long text here, but bascily what it is all about is to avoid the ST-RAM (ChipRam) whenever possible. When doing chunky effects that cover all or a large part of the screen you save up by having an offscreen buffer in FastRam and copy (c2p) it into ST-RAM when finished.

DSP code mostly slows down (!) too, as long as the CPU has to have alot of communication to the DSP. Things that the DSP is ideal for (and has always been) is mpeg audio decoding, realtime soft synthesizer. For example, to fetch 3d-transformed coordinates from DSP is slower than doing the transformation on the 060 in the first place. I even think that a modplayer like DSPMOD is slower than doing it in 060 (but I have no optimized player for comparison - however the Amiga mixing routs prove this pretty well). A DSP modplayer using the DMA to transfer data would probably be ideal, but to my knownledge only DNT's player do this, and it's four channels only :-/

Sorry got a bit offtopic there!

But remember, ST-RAM is BadRam :-)

--
Anders Eriksson
ae@dhs.nu








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Topic Posted by  Date 
ct60 demo coding roland Jan,17.2005-23:39
  Re: ct60 demo coding evil Jan,18.2005-14:47
  Re: ct60 demo coding deez Jan,18.2005-15:54
    Re: ct60 demo coding roland Jan,19.2005-02:17
      Re: ct60 demo coding evil Jan,19.2005-09:51
        Re: ct60 demo coding mikro Jan,19.2005-11:27
          Re: ct60 demo coding roland Jan,19.2005-13:30


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