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natami part 2
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2023-02-26
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*************************************
NATAMI
*************************************
http://www.natami.net/qa.htm
The NatAmi Project
CONTINUED FROM PART 1
architectural system. On the Amiga it
is the central part.
You may translate your question in
Amiga terms like "is it possible to
add a second blitter DMA channel to
the system".
The original blitter is a pure 2D
unit, so the computations the blitter
can do are not that time-and so would
not be be any beneficial to add a
second blitter DMA. But technically
the answer is "yes".
Q. Where are the 16/32 bitplaned
display modes?
The native supported pixel formats
are:
BIT = Bitplanes,
COL = Colors,
MC = Memory consumption (bit) per
pixel
MOB = Memory Operations by Blitter
per pixel.
BIT COL MC MOB
1 2 1 4
2 4 2 8
3 8 3 12
4 16 4 16
5 32 5 16
6 64 6 24
7 128 7 28
8 256 8 32
24 16M 24 6 (chunky-planar mix
mode)
8 256 8 2 (chunky mode)
16 65536 16 2 (chunky mode)
32 16M 32 2 (chunky mode)
Planer Mode:
+ Reduce colours to limit the amount
of needed memory for a screen.
- Very slow in drawing single pixels.
Chunky Mode:
+ Operations use less memory, no mask
needed, speed x2 in 2D
+ Well suited for 3D or 16/32 bit
modes
SuperAGA also supports special
formats as HAM and YUV.
Q. Can you tell me something about
the SuperAGA blitter
SuperAGA blitter
- 100+ FPS with most games with
effects
- Screen redraw x10+ per frame
- Virtually unlimited playfields in
realtime
- Opaque, semi-transparent or
translucent playfields / overlay
- Free bob scale, resize and rotate
- ColorKey support
- Alpha blending, translucent
shadows, semi translucent fire or
explosions
Q. What is better 256 colour or 256
colour planar mode?
Comparing 256 Colour chunky screen vs
256 colour planar mode:
On Planar the Blitter needs to do 32
Memory operations to update a single
pixel On Chunky the Blitter needs to
do 2 Memory operations to update s
single Pixel Both Planar and Chunky
have the same speed when doing big
memory block moves. But if you paint
row of pixels like in DOOM or Quake
chunky mode is 16 times faster.
Q. SuperAGA supports 16-bit chunky
modes, would a 16-Bit planar mode
make sense too?
Lets compare a Hicolor chunky screen
vs Hi colour planar mode:
On Planar the Blitter needs to do 64
Memory operations to update a single
pixel On Chunky the Blitter needs to
do 2 Memory operations to update s
single pixel Both Planar and Chunky
have the same speed if big memory
blocks are moved. But if you paint a
row of pixels like in DOOM the chunky
mode is 32 times faster.
Q. What is the Natami's power
consumption ?
The SuperAGA plus new N68070 core
will in total need 2-3 watt.
Q. Can we have a Natami motherboard
with a minimum of 256 MB and two
slots ?
There are two big reasons that speak
against slots. Slots are expensive
and slots will cause issues as there
are many different memory DIM models.
DIM slots require higher testing
budget and a lot longer time.
Q. Could you please clarify Natami60
developer board?
The Natami60 developer board will
come with FPGA and a 68060 CPU card.
We are working on a new 68k CPU that
can be loaded into the FPGA. This new
68K will even be slightly more
compatible to 68000 software than the
Motorola 68060 CPU. We hope that this
new 68k CPU will also as fast or
faster as the 68060 CPU.
This FPGA-68K can be installed into
the FPGA of the Natami60 systems.
Effectively these boards will then
have two 68k CPUs if they have the
060-CPU Card installed. There might
be other parties producing other
bigger or smaller boards based on the
SuperAGA chipset as well.
Q. Will the boards for the final
users (not the Dev-boards) be
complete boards?
The consumer boards and Natami60
developer boards will include:
* Pre-installed with a legal,
licensed copy of AmigaOS
* Amikit
AmiKit is a pre-configured AmigaOS
environment.
Amikit includes a task manager, web
browser, and many useful
applications, tools, icons and games.
Q. If we happen to buy one developer
board, how we can upgrade to a new
board so that we will have Ethernet?
The developer boards comes without
Ethernet on board, but as it has
several PCI slots, a normal PCI
Ethernet card can be added. We will
preinstall all the developer boards
will a network card.
Q. The first batch of Natami will be
developer boards means that some bugs
will occur, will a firmware upgrade
be available?
Yes. The whole idea of the developer
board is to allow debugging and
upgrading of the firmware. The
developer board is fully designed for
upgrading and testing.
Q. Would Natami include some ACPI
features like power button press
event detection, timer Wake up and
Wake up signal from a PCI or USB
device?
Natami is quick to boot and fast
system. Workbench loaded in 1.5
seconds. There is no "Booting up
delay" and no "Shutting down time".
Natami does not see much benefit of
Wake up signals.
Q. Why couldn't a flicker fixer be
added into the design?
For a real flicker-fixer you need
memory AFTER the video stream is
created. An interlaced video frame
consists of two alternating single
frames. An odd one followed by an
even one. The odd one contains only
lines 1, 3, 5, and the even ones 2,
4, 6. Because these frames are
alternating there is no point where
the displayed image is "complete".
For that you need memory to store;
for example the even frame. At the
next odd frame you can insert the
line 2 after line 1 is finished and,
before line 3 starts. Only on this
point is the picture really complete,
but this is AFTER the flicker-fixer.
When the Amiga/Natami frame generator
is in interlaced mode it starts
drawing the odd frame beginning from
line 1. At the end of the line a
modulo value of one line is added to
the position counter. So that the
next line drawn is line 3. At the end
of the display the beam position is
set to the beginning of line 2. This
is usually done by the copper.
- Games rarely used interlaced
screens.
- Deinterlacing demos or games look
IMHO very bad.
- Scandoubling games or demos look
much better.
- Using interlaced screens for
Workbench or applications makes no
sense on Natami as you have all
these screen available as non
interlaced as well.
Deinterlacing applications screens is
not needed as you can simply promote
the "old-interlaced" screen to the
"new-noninterlaced" format with
software, as you did on AGA for PAL
to DoublePal screen. Therefore a
hardware interlacer is neither needed
nor useful.
Q. How will the RGB part work? Will
no standard Amiga RGB connector-plug
be added to the Natami?
The Natami distinguishes two video
categories in general. High speed and
low speed. The primary display is the
"high speed" VGA. It behaves like the
known RGB port. Its scan rate is
flexible and programmed as introduced
in ECS. For resolutions greater than
800x600 the boundaries of those
registers are gone, the registers are
still the same. All modes less than
30kHz line frequency are
automatically scan-doubled.
The "high speed" video is mapped also
as a "low speed" video signal. All
television standards are mapped 1:1
so there is no difference to the old
640x256 for PAL or 640x200 for NTSC.
All other resolutions are scaled to
fit.
This "low speed" video is available
as S/VHS PAL or NTSC and as pure RGB
with sync. The RGB port is only
available internally, there won't a
23pin SUB-D port.
Limitation: no flicker-fixer.
There is no way to enhance anything.
A complete frame has to be stored for
that. This takes memory. We already
have two memory buses in the design.
So there is only a scan doubler.
Q. Will the internal RGB port have
some kind of standard plug as well?
The RGB signals will be available
internally on a PCB connector.
Explicit documentation on IO etc.
will follow. A backplane adaptor is
needed, but really easy to build.
Q. Can I reuse my old AMIGA GFX card
in the Natami?
The SuperAGA chipset is a lot faster
than the AGA chipset every AMIGA GFX
card. SuperAGA is not only superior
in speed but also superior in
compatibility to all AMIGA GFX cards.
SuperAGA extends the original chipset
in a fully Amiga compatible way.
(Screen dragging, using Copper in old
and new modes on one screen, Genlock
support) its all possible.
Q. I see that you added great new GXF
features to the original AMIGA
chipset. Did you improve the Audio
features as will?
Audio is improved to support high
quality resolution, and high sampling
rates. Natami supports 16bit samples
and 24-Bit Audio out. SuperAGA
provides a Multitasking friendly and
DMA driven support for hundreds of
simultaneous Audio channels.
Q. Can we use normal pc cases to
house Natami?
The developer boards will have a
standard PC size motherboard. You
will be able to use standard PC case
for this.
Q. Is there to be a preferred
compiler language/environment that
can be used on the Natami that source
will get released for?
All Amiga software runs on the
Natami. This means you can use
anything for development ranging from
SEKA-ASM over StormC, to GCC. Or you
could use AMOS or the great Amiga
Oberon.
Q. Do you think there is a chance to
play new games in the future on
Natami?
We have no doubt that the powerful
SuperAGA chipset will allow people to
write very good quality games.
Q. Would games like Half-Life or
Quake be possible on Natami?
The Natami is powerful enough to run
games like Half-Life 1, Robin Hood,
Age of Empires, and Quake 1,2,3. The
Natami is not powerful enough for
games like Quake 4.
Q. How to program the Natami?
The "normal" Amiga programming books
are a very good start. The Natami is
a 100% compatible Amiga, so
everything of the "old" development
documentation is still true. We are
working on development tools that we
will ship with the Natami developer
boards. This will allow you to
compile Amiga tools out of the box.
We are working on programmer
documentation for the new SuperAGA
hardware features. This documentation
will have the same style and
(hopefully the same good quality) as
the original Commodore docs. Our
target is to have all this ready
together with the developer boards.
Q. Is the Natami faster than a
current console?
The goal of the Natami/SuperAGA
design is not to beat the PlayStation
3. The NatAmi intends to improve the
original Amiga design to be more
useful today.
Q. What operating systems will the
Natami support?
Our target for supported operating
systems are exclusively AmigaOS and
AROS. All the clever features of the
original Amiga hardware and Natami
hardware can never be properly used
by Linux. Linux trades speed for
security. Security is most important
for a server. For a hardware platform
that provides heaps of clever
hardware acceleration, Linux will
disappoint you as it can never use
these features fully. Linux by design
can never use the blitter and
hardware features as closely
integrated into the OS as the
original AmigaOS did. MorphOS is a
nice OS. But its PPC only and closed
source.
Q. Will the Natami be compatible to
the CD32 Amiga console?
The Natami is mostly compatible with
the CD32. The CD32 had a chip called
AKIKO which was used to help
converting pixels from CHUNKY to
planar. There is a simple reason why
SuperAGA does not include the AKIKO:
SuperAGA already provides real chunky
pixel format. So working with chunky
and then copying the chunky screen
through AKIKO into a planer screen to
be able to display it, isn't needed
any more. Implementing AKIKO is not a
challenge at all, its just not needed
as AKIKO dependent games are rare.
Q. I emailed you recently, why didn't
I get any answer yet?
Sorry, but we got an overwhelming
response and only have limited
resources in our team. That is why we
have to concentrate on hardware and
software work. If possible, you will
get an answer.
Q. My question is not answered here,
What shall I do?
Please visit our forum. We will
answer all your questions.
http://www.natami.net/qa.htm
=====================================