Advanced Amiga Architecture (1992)
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Commodore never resolved its business problems and the rest is history.
Ranger was even finished and ready to go, but CBM management decided against it. It would have shipped around 1988.
Management culture of overruling architects was one of many reasons CBM went to hell.
CBM didn't see value in having the best machine, or being first to market.
Are you sure about that? It was running decently on Amiga 500, I would expect it would run much faster on A1200 hardware (including the CD32)
CD32, unlike A1200/A4000, had an extra chip handling many tasks specific to that console, and that chip also had specific hardware for planar to packed conversion.
Even the tragically underpowered CD32 and Amiga 1200 machines would have been twice as fast for gaming if they had 64 kilobytes of extra RAM. Why? They had 2 megs, of "slow" RAM, slow because it shared bus cycles with the graphics and because CPU caches had to be turned off.
It they had just a sliver of dedicated CPU RAM, games could have put inner loops in that RAM and achieved 2 to 4 times the speed in many calculations.
You could buy expansion RAM (2 megs or 4 megs were common) which did that, but very few customers did, and almost no games took advantage.
This was at the tail end of Commodore life, but it's such an obvious example of penny wise, pound foolish decision.
Can you name any? Non-AGA that is. (As AGA machines all came with 2MB chip)
I can't even name any that require 1MB chip. There were machines like the A500+ and A600 that shipped 1MB chip, but they didn't sell anywhere as much as the a500.
Some A500 (like mine) have an Agnus that supports 1MB chip but unfortunately, unless the board is modified (a trace needs to be cut and replaced by another, a "solder jumper"), trapdoor expansion will show up as slow rather than extra chip.
Instead, A2000 was that much more expensive, while not adding anything that'd justify its pricing. Insanity.
I used to be a massive fan of Amiga (still am) to the point where I'd still be waving the banner in the late 90s as my friends all were playing Quake and laughing at me. I've often been tantalized by these 'what ifs', but it's pretty clear in retrospect that IBM PCs were always going to win.
IBM (accidentally) democratized hardware expansion with PC clones, so technological advances could be stolen from other architectures, and competition could reduce costs. And, crucially, they already had a massive value advantage by having an excellent suite of business software, justifying their purchase price for many households. Looking at the graphs in this article it's pretty clear they had already won the war by the mid-80s.
If Commodore had run their company properly and delivered viable products, marketed them properly, there are people would have bought them. It's an open question if that could have supported a viable niche business and for how long.
Unfortunately it came a bit too late (widespread) for too many of the platforms, and Moore's Law finished everything else off.
it's not a monopoly, it's an open standard, which is the opposite of a monopoly.
Sort of like Voodoo had 3D monopoly for a hot minute.
[0] https://arstechnica.com/features/2005/12/total-share/6/ [1] https://cdn.arstechnica.net/wp-content/uploads/archive/artic...
> In 1985, Bill Gates wrote an amazing memo to Apple management. In the memo, he praised the Macintosh for its innovative design, but noted that it had failed to become a standard, like the IBM PC was becoming. He correctly deduced that it was the advent of inexpensive, 100%-compatible clone computers that was propelling the PC ahead, and that any defects in the design of the computer would eventually be remedied by the combined force of the many companies selling PCs and PC add-on products, such as new graphics cards
Just like PCs had a serious business market from the beginning, so did Apple.
Overall attributed to a marketing failure by Commodore. They failed to communicate Amiga's value to potential users and developers.
It didn't matter what part of the world, Apple simply had the superior graphic design and video editing tools. Amiga provided cut-price competition for 'non-linear' video editing, compositing, and 3D CGI (e.g., Newtek products), but once again, not taken as seriously, and not at the same scale as Apple products.
It's not fair to say that CBM failed Amiga, but that Apple aggressively beat CBM at developing markets for their platform:
> According to Eric Peters, one of the company's founders, most prototypes of "the Avid" were built on Apollo workstations. At some point, Avid demoed one of their products at SIGGRAPH. Says Peters: "Some Apple people saw that demo at the show and said, 'Nice demo. Wrong platform!' It turned out they were evangelists for the then new Mac II (with six slots!). When we got back to our office (actually a converted machine shop) after the show, there was a pile of FedEx packages on our doorstep. They were from Apple, and they contained two of their prototype Mac II machines (so early they didn't even have cases, just open chassis). Also there were four large multisync monitors. Each computer was loaded with full memory (probably 4 megs at the time), and a full complement of Apple software (pre-Claris). That afternoon, a consultant knocked on our door saying, 'Hi. I'm being paid by Apple to come here and port your applications from Apollo to Macintosh.' He worked for us for several weeks, and actually taught us how to program the Macs."
It's debatable as it was different in the 8-bit area. A total of ~2 million Atari 8-bit computers [1] were sold as compared to the 12.5 - 17 million figure for the Commodore 64 [2] only. Arguably Atari 800XL was engineered better [3] (faster, better graphics, worse sound).
[1] https://en.wikipedia.org/wiki/Atari_8-bit_family
The AGA chipset supported sprites up to 64 pixels wide, but I dunno if any game took advantage of this.
UK and Iberian Penisula were all on the Speccy, Netherlands was big into MSX, France and Germany on the C64, no idea about the others, but surely not Atari.
But, yes, Commodore had a lot of great engineers too, some of which followed Jack Tramiel to Atari and created the Atari ST and others who remained at Commodore.
Later, that same Amiga team finished Ranger, the next generation chipset, and was told "No." at Commodore.
Amiga's history gets more depressing the more you know about it.
While I had an Amiga and thought it was ahead of its time, I think both the Commodore 64 and Atari ST have aged better than the Amiga. The Commodore 64 has the SID chip so it's basically a programmable synth and still used even today, the Atari ST has MIDI ports, so it's a programmable MIDI Controller with timing that is arguably better than anything modern. Of course, the Amiga was Jay Miner's design and the successor to the Atari 800, but was released by Commodore. But I fail to see what has survived from the Amiga, personally I prefer hardware sprites to the blitter/copper and the bitplane graphics. The playback of sound samples was nice at the time, but the SID chip is much more distinctive. HAM was interesting at the time, but not relevant at all today. The pre-emptive multitasking was interesting, but not that useful at the time. I prefer the single tasking of the Atari ST especially for music apps, because the timing is more precise.
This. The business folks at Atari weren't shortsighted like the ones at Commodore; adding a MIDI port alone to the ST contributed to place that machine into its own music production niche ("I want a Mac but can't afford it") which prolonged their life for years after Atari ceased production. Adding a MIDI port to the Amiga would have been trivial, I built and sold several at that time on local BBSes, and the cost was like a few bucks: one 74ls04, one photocoupler, one voltage regulator and a few analog parts; making it internal would have been even cheaper due to not having to add a serial D25 connector and an enclosure, not to mention the parts purchase in the ten of thousands. Unfortunately the business folks at Commodore constantly cut corners by removing what they thought not important for what they still thought of a game console, so one would buy a desktop computer only to find it had no hard disk and real time clock: boot from floppy and set the date/time at each boot? Come on! One would wonder how it could not fail.
The Amiga is unsuitable for serious MIDI work because of a hardware design flaw. There are like 4 timers and the timer interrupts were at a higher priority than the serial port interrupt. There was only a 1-byte buffer for the serial port, so it was possible to lose data if one of the higher priority timers fired at the wrong time.[1]
Peripherals (via expansion port) can trigger level 2 and level 6 interrupts[0].
Notably, level 6 is the highest priority level in 68000, short of the NMI (level 7).
I have to agree with the parent, adding a MIDI port to the Amiga would have been trivial.
0. https://sites.google.com/one-n.co.uk/amiga-guides/amiga-inte...
Only applicable to CHIP RAM. CPU could access FAST RAM, the default allocation target, all the time.
It also was not as simple as odd/even, although there's sense to the simplification. 68000's design meant it could ultimately only access RAM every other cycle, thus it was sensible to aim for that as the default.
Higher 68000 models did not have that restriction.
And even the original chipset also wasn't limited to half the cycles. This was only true of the default video mode (4 color "hires", 640 pixels wide).
The blitter also had a flag (BITHOG) that allowed it to use full DMA, stealing cycles from the CPU.
"default" haha. Afaik the only Amiga that ever shipping with fast ram was A4000. It was introduced at $4600 in 1992. In 1993 it was down to $2500, same price ARL was selling Pentium 60MHz system with 8MB ram.
Yes, default. AmigaOS AllocMem() will use fast32, then fast, then slow, then chip.
Thus software needs to request Chip explicitly when required.
This is fortunately well respected by software, thanks to "slow ram" being commonly mounted inside Amiga 500's trapdoor.
>Afaik the only Amiga that ever shipping with fast ram was A4000
A3000 already shipped with a 1M+1M CHIP/FAST split in 1991.
For the other Amiga, fast ram is a priority expansion.
Typically over 2x performance for the A1200's CPU just from having any, via trapdoor expansion slot.
On A500, the most sold model, you'd get this through the left expansion slot, either as a standalone board or mounted inside an HDD adapter, back in the day.
Today, A500 CPU socket adapters giving 8MB Fast RAM are common.
It worked because the world then was almost the opposite of the way it is now. Back then memory & bus was as fast or faster than the CPU and so you could do this kind of thing. To the point where there were architectures where the CPU itself had basically no registers (TMS 99xx), and the processor did registers (or register-like as in the 6502 'zero page') access via SRAM.
Now memory access is many times slower than the processor, keeping things in on-die cache and in registers is key.
Allocations would get fast ram with priority, unless chip ram was specifically requested.
Fast ram is exclusive to the cpu, and unaffected by the chipset accessing chip ram.
Amiga had this fast ram concept. Atari ST unfortunately did not.
Atari TT did. And is possible on Falcon with expansion.
The main issue is that the OS did not have a way to request "chip RAM", thus software compatibility hell if added too late (never actually got added AIUI).
I think Atari Corp had a burst of engineering competence at the end after Tramiel Sr handed over the reigns to his sons. But it was too late, the market moved on.
The Falcon is a lovely machine. The last TOS releases addressed some longstanding problems. Hiring Eric Smith to work on TOS/MuliTOS was a good, but late effort. Porting SystemV and trying to make a budget Unix workstation was a doomed but clever effort (I still remember the UnixWorld news clip box headline "Up from toyland").
I bought a 486 late 1992, put Linux 0.97 on it, and moved on.
Realize how late that is, relative to ST's release.
While it was kind of a crappy games machine compared to the Amiga, it certainly was better than a PC or a Mac, and as an all around general home productivity computer was the best value for the $ out there at the time. Which I think was the Tramiel's aim.
But the Atari ST didn't have custom chips, so there was no need for chip ram/fast ram?
The problem persisted through the Falcon, which 68030's was tremendously held back by lack of a fast ram concept.
Most people had a 4-colour hires Workbench so wouldn't be affected. People with a faster CPU would also likely buy Fast RAM to go with it.
Details: http://www.theflatnet.de/pub/cbm/amiga/amigadev.elowar.com/r...
Diagram: http://www.theflatnet.de/pub/cbm/amiga/amigadev.elowar.com/r...
I mostly ended up disassembling demos and using ST books for source code - non-GEM - like “how to do vector graphics with pre-made sin/tan tables”
This was Invercargill, New Zealand in the 80's.
- bitmapped formats up to 16 bitplanes
- paletted chunky formats for 2/4/8 bits per pixel, and 16/24 bits per pixel without color palette
- block-compressed pixel formats with 12x and 6x compression ratio (looks quite similar to modern hardware-compressed texture formats used in 3D rendering - more details on page 123)
Minimig is open hardware, which is the way to go.
PCs insulated themselves from this with hardware variability being baked in the moment PC clones appeared on the market forcing the software market to bake compatibility in by design (the bet on x86 was also a smart one). Macintosh managed to survive the transition by forcing developers to use abstractions, making a 68k>PPC emulation layer more viable.
There was no pathway for Amiga to accomplish this. So much software is direct to metal that the only feasible way to achieve performant backwards compatibility would be to include a whole OG Amiga in whatever PPC Amiga they could cook up. Expensive in an environment of 486+VGA IBM PC compatible clones that work with existing software but even faster.
Not to say this was the thing that killed them, but it would have been even if everything else was going great.
[1] I think some download games use a PS2 emulator on PS3, but that's not available in a general purpose "put any disc in console" mode.
Commodore had it's fans (well, not of Commodore so much as the Amiga itself) and a bunch of niche use cases in the video production industry, but that wouldn't have been enough to sustain the R&D required to be competitive with the rest of the industry. By 1993 a lot of the industry was working on consumer targeted 3D acceleration and here's Commodore making some 2D chip.
There are even hardware-compressed pixel formats mentioned (on page 6) which provide 6x and 12x data compression, which looks quite similar to today's block-compressed texture formats (more details are on page 123).
(also 68030 and 68040 CPUs were still competitive with 386 and 486)