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Old 06-01-2012, 02:08 AM   #1
snicholls
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Default Amiga 600 upgrade advice

Firstly hello!

Secondly, I have recently got hold of a pretty mint Amiga 600 so I decided to add some components to make it run HDload games (I could have got a 1200 but really I like the 600)

Anyhow I have added a 604 with battery, and I managed to get hold of a 2mb sdram card that brings it to a total of 4mb.

Will I have any issues with many HDload games? or is that pretty much a decent amount of ram.

I am still waiting for my transfer kit.
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Old 06-01-2012, 02:42 AM   #2
nikos.rizos
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Default Re: Amiga 600 upgrade advice

4MB would be enough to run many games, but I would recommend to get it to at least 6 or the ideal would be 8 MB.
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Old 06-01-2012, 09:18 AM   #3
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Default Re: Amiga 600 upgrade advice

I once had an A600 + mtec 68030 accel inside, and I believe it had 4 megs on it (could have been 8), but anyway 6 megs was enough for what was then an early WHDload collection of games. Certainly for the vast majority of OCS/ECS games, you'd only need the 68000.
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Old 06-01-2012, 01:59 PM   #4
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Default Re: Amiga 600 upgrade advice

Quote:
Originally Posted by snicholls View Post
Firstly hello!

Secondly, I have recently got hold of a pretty mint Amiga 600 so I decided to add some components to make it run HDload games (I could have got a 1200 but really I like the 600)

Anyhow I have added a 604 with battery, and I managed to get hold of a 2mb sdram card that brings it to a total of 4mb.

Will I have any issues with many HDload games? or is that pretty much a decent amount of ram.

I am still waiting for my transfer kit.
Yeah, 2MB chip ram and 2MB PCMCIA fast ram is fine for WHDLoad. I have the same setup, with 37.300 ROM, 20GB hard drive, 68000 CPU...

You'll want to maximise free ram though. I used the kick1.3 direct scsi version of PFS3 with ONE partition, with just 70 buffers (minimum safe value according to pfs docs). Add more partitions and you loose RAM, but why have more than one partition? I just create a drawer on SYS: called Work.

You can get ALL games working by:

1. Disabling PRELOAD in tooltypes
2. Adding tooltype EXPCHIP (will use chip if required fast runs out)

Of course, only do the above if need be.

If running WHDLoad from the command line it will not preload anyway, so just add EXPCHIP (if required).

This is what I did with my tinylauncher.exe (yes it does work on kickstart 2 despite what Gibs says!). Tinylauncherv2.0 was programmed to launch WHDLoad games with the PRELOAD option...although I love tinylauncher, this annoyed me, so I edited the executable with FileMaster and located the command that launches the game (do a search for WHDLoad) and substituted the PRELOAD option (comes right after "WHDLoad ") with EXPCHIP. If you just want to disable the preload you can substitute the PRELOAD for 7 spaces. Then save changes and give it a go!

If you launch tinylauncher.exe from your startup-sequence (before any text is output to screen) then the Workbench screen will not open, leaving you with more free chip RAM.
You can further save Chip RAM by disabling the splash screen in the S:WHDLoad.prefs config file:

SplashDelay=0 (this also speeds up loading as it gets rid of the splash delay)

Although, if you quit your game and go back into tinylauncher, the the Workbench screen will open, but for the first game at least, you saved chip RAM.

When I start tinylauncher, according to the INFODESK screen I have 1842K chip free, and 1516K fast free. If you use FFS instead of PFS there would be more fast ram free, but PFS is pretty much indestructable (and works on kickstart1.3 & 2).

If using AGLaunch, then that uses WBRun to load the games which will use the tooltypes on the game icons (tinylauncher does not). iGame also uses the tootypes on the game icons.

Hope all that is of help, and I hope you enjoy your new June Bug!

Last edited by paul1981; 06-01-2012 at 02:15 PM..
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