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| Amiga Hardware Issues and discussion This forum is dedicated to the discussion and resolution of issues related to Classic and Next Generation Amiga hardware. Got a problem with a piece of hardware? Click to speak. |
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#16 | |||||||||
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Lifetime Member
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Join Date: Jul 2004
Location: Big Bear Lake, CA
Posts: 3,467
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#17 | |||||||||
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Hobbyist
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Join Date: Oct 2010
Location: USA, native of Sydney
Posts: 70
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With all this talk about AAA and SAGA and Natami being in alpha stage I was wondering how fast the FPGA chip is running at (over 145 mhz I hope) ... I would love to see a 1080p resolution for Natami.
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Amiga 500, 1/2 Meg Trap Door, RocTec HD, Slim External Floppy (DF1), KS Switcher: KS 1.3 & KS 2.04 (1987-1995) PeeCee Box, W7 - WinUAE Dell Inspiron 14R - laptop Sony PS3 Sony PSP Nintendo Wii Nintendo 3DS |
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#18 | |||||||||
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Premium Member
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#19 | |||||||||
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Premium Member
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#20 | |||||||||
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Lifetime Member
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Join Date: Jul 2004
Location: Big Bear Lake, CA
Posts: 3,467
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I am a big fan of the Natami project and hope that they have great success in completing it and selling hundreds, if not thousands of them. It appears that it will not be until next year before any Natami systems are available to the general Amiga community, maybe longer if any complications come up that are harder to resolve than the team had imagined, so by getting programmers started with coding some SAGA apps and games on the Replay board, it will increase the amount of such software that will be ready when the Natami is finally ready for launching. Also, due to the increased cost of the Natami's larger FPGA and the rest of the components on it's larger motherboard, the Natami will cost much more than the Replay, so fewer people will be able to afford one and having SAGA programming available on the Replay will increase the number of potential programmers working with SAGA apps and games. I see the Natami as what 99.9% of Amiga users wish had happened around 1992, not in FPGA form, but in spirit of additional features added to the Amiga hardware and additional features within AmigaOS to take advantage of a natural progression of the Amiga's AGA video and audio capabilities. It is not competitive with modern computers of the last ten years in hardware specs, but it is unique and should not really be compared to other computers. It serves only one purpose, to take the AmigaOS to the next step above where it was in 1992 to 1994. I don't want a Natami with a PPC CPU or the capability to install the latest and greatest $400 to $800 video card. I want to see what AmigaOS3.1>3.9 can do with SAGA and the Natami Team's plans for the N680x0 soft core plus having built-in Ethernet and USB so modern peripherals can be easily attached and used, plus it is nice that it will also have ports to allow the connection of original Amiga keyboards and joysticks & mice.
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Last edited by amigadave; 10-02-2011 at 10:14 PM.. |
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#21 | ||||||||
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Too much caffeine
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Join Date: Oct 2010
Posts: 128
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I agree with amigadave, both as an individual and as a Natami team member. Agreeing on common standards and common goals for the "new classic" projects is very important both for the success of the platforms and for the Amiga community. It creates a common software base and avoids software fragmentation. It also stakes out a way for developing the Amiga chipset further.
Even if the FPGAArcade cannot hold nearly all the features of the Natami in FPGA, agreeing that programming the hardware should be done in a certain way, using the new custom chipset registers for the same purpose and using the same data structures is very important. SAGA specs will be available when the chipset has reached 1.0 and the systems are getting close to public release. |
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#22 | |||||||||
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Defender of the Faith
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Join Date: Aug 2009
Posts: 1,164
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The choice then becomes what part of AAA would you implement. I think >8bit is definately what everyone wants. Then you've got the improved blitter & copper. I understand the pro's and con's of both sides of the argument. You could also take the actuator concept and just use a seperate video chip, with an AGA renderer into graphics ram for backward compatibility. There are alot of options for a no compromise solution. |
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#23 | |||||||||
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Lifetime Member
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Join Date: Jul 2004
Location: Big Bear Lake, CA
Posts: 3,467
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Also, though I know that too many cooks can ruin the stew, it might be good for the Natami Development Team to accept ideas and discussion regarding adding new SAGA features from talented Amiga developers who are not on the Natami Dev. Team. The Natami Team members can choose to accept or reject any ideas they don't think are feasible, or don't create significant benefits compared to the amount of work or resources they require to implement. Outside developers and hardware technicians may also provide key information, coding, or ideas that will help the Natami Team to complete the work on SAGA faster.
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#24 | ||||||||||
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Cult Member
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Join Date: Aug 2007
Location: Kansas
Posts: 753
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"Would you like SAGA enhancements in the fpga Arcade?" "Would you like 68k CPU enhancements in the fpga Arcade?" "Both please!" "Neither, I only play retro games and demand exact emulation." "I don't care and won't be buying an fpga Arcade." "Pancakes!" Quote:
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#25 | ||||||||
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Defender of the Faith
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Join Date: Mar 2006
Posts: 1,888
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SAGA but be nice, but unless the spec is released. It doesn't exist in practice for the majority.
As to what capabilities to implement. The things that ease the burden of the CPU most is the ones that should be given priority. And consideration has to be taken such that feature additions and changes won't be locked out by current API. |
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#26 | ||||||||
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Premium Member
Join Date: Feb 2002
Posts: 902
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SAGA is written in AHDL which is only compatible with Altera FPGAs. It would have to be completely re-written in VHDL or Verilog to use with an Xilinx FPGA like in the FPGA Arcade.
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#27 | ||||||||
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Defender of the Faith
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Join Date: Mar 2006
Posts: 1,888
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I talk about hardware API specification, that is registers etc.. and what they do. Actual implementation is another story.
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#28 | ||||||||
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Cult Member
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AAA as it would have been implemented in the 90s would be surpassed by even integrated Intel graphics nowadays.
SAGA as implemented in the Natami should be a lot faster than what AAA would have been, even if it isn't exactly what AAA was specced as. |
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#29 | ||||||||
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Off to greener pastures
Join Date: Jul 2009
Posts: 1,073
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I couldn't care less about shiny new (never shipped on stock Amiga's) gfx modes and such in these new PGA implementations, tbh. Been a lot of years since I had any interest in gaming on the Amiga. I know I am likely in the minority there, after seeing the success of stuff like the Minimig - so no disrespect intended to you retro gaming dudes in the least..
Give me: A next gen Amiga that can take modern peripherals - USB sticks, has ethernet onboard, modern graphics ports/flickerfixers - running the classic C= OS. Small, quiet, power efficient, and most importantly rock solid. Not limited to being a gaming box only, but something I wish I had in the mid 90's. A complete Amiga. Most people around here know me as "The BBS guy". I spent countless hours messing around with the old 'miggy BBS programs, despite the fact my BBS's only get 20 telnet calls a month, lol. I am looking VERY forward to Natami and FPGA Arcade (with the daughtercard) as a solution to replacing a UAE box or old finicky hardware. For all the merits of MorphOS, OS4 and AROS - nothing to me beats good old WB 3.x from a pure pleasure aspect on the user end. Having such a machine at a reasonable price that runs rock solid is something the community has been seeking for a very long time. As good as UAE, Amikit, Amithlon and the emulation software is, even with direct boot into WB (never seeing the host OS), it still "isn't the same", you know? |
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#30 | |||||||||
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Lifetime Member
Join Date: Feb 2002
Location: Wales, UK
Posts: 3,588
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You have to think that this SAGA or whatever this Natami chip is called,is in the same boat. Whats the point in it, when current Amiga graphic cards can out perform it ?
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