Path: utzoo!mnetor!uunet!cbmvax!grr From: grr@cbmvax.UUCP (George Robbins) Newsgroups: comp.sys.amiga Subject: Re: Amiga serial questions Message-ID: <3025@cbmvax.UUCP> Date: 27 Dec 87 23:05:14 GMT References: <8712050831.AA11465@cory.Berkeley.EDU> <5568@oberon.USC.EDU> <1253@sugar.UUCP> Reply-To: grr@cbmvax.UUCP (George Robbins) Organization: Commodore Technology, West Chester, PA Lines: 45 In article <1253@sugar.UUCP> peter@sugar.UUCP (Peter da Silva) writes: > In article <5568@oberon.USC.EDU>, papa@pollux.usc.edu (Marco Papa) writes: > > >> will explain "sustained". 8 hours of continuous 19.2K transmission with no > > >> ... > > >> Scrolling is mandatory... > > > > Matt responds: > > > Don't be silly. Even Tek terminals have flow-control, and assuming > > >all 55 Meg will get through without an error is ridiculous. > > True. > > > >The Amiga can > > >read data at that speed, but not scroll at that speed. > > Sure it can. It'd take some smarts, but it can. > > DTerm already does multicharacter reads from the serial.device. Now all you > need to do is multiline scrolling. You don't scroll every line, instead if you > feel yourself getting behind you jump-scroll 3 or 4 lines at a time. It doesn't > take any more time to scroll 4 lines than to scroll one (a blit is a blit, > the world around), so if you can scroll at 9600 normally you can jump-scroll > at 19.2 by skipping every other scroll when the heat's on. > > The rest of the problems (like doing area fills at 19.2) are probably real, > but this is a paper tiger. This "can't scroll" is a little silly. It depends somewhat on whether you want your emulator to run on a screen or in a window. If you're in a window, then scrolling basically requires a fair amount of data movement. You can either optimize or cheat to obtain the level of performance you want, although most of the emulator's I've tried aren't as fast as I'd like. If you use a screen, or take over the system, then scrolling is a different matter entirely. You can either play games with the display start pointers or even implement a display list architecture using the copper to reload the pointer for every line. This quickly gets you back to the character rendering time as being the major performance contstraint, and there you can do the traditional simplifications involving byte-wide aligned characters to speed things up. -- George Robbins - now working for, uucp: {uunet|ihnp4|rutgers}!cbmvax!grr but no way officially representing arpa: cbmvax!grr@uunet.uu.net Commodore, Engineering Department fone: 215-431-9255 (only by moonlite)