Differences between the Atari ST and Amiga (sorry about the length)
Information about the Amiga's custom chipset
The Custom Chipset
CPU: MOTOROLA 68000
The Amiga uses exactly the same 16-bit chip as the Atari ST and the Apple Macintosh, the 7.16MHz 68000 chip, first released in 1979. This is one of the best 16-bit chips because it has a very good instruction set. The difference between the ST and Amiga, however, is that the Amiga does not depend on the 68000 to do all the work. Instead, it employs a set of custom chips known collectively as 'The PAD': Paula, Agnus and Denise. The custom chips are allowed to ignore the CPU completely, performing their own operations and accessing memory directly.
THE PAD
Although all the chips work together, each has its own independant tasks. A large part of this is DMA, direct memory access, which means that for their own allotted tasks these chips can go straight to the RAM chips to get information and so avoid using CPU time.
All three custom chips are constructed using VLSI technology which stands for very large scale integration. This means that each chip has many more componants (mainly transistors) than usual. So they are highly specific to the task they are designed for.
AGNUS
Agnus is the boss chip of the PAD custom set and is home to the blitter. Blitter stands for Block Image Transferrer. Commodore tried to phase in the terms 'blimmer' (Block Image Manipulator), and 'bimmer' (Bitmap Image Manipulator) to replace it but they never caught on. It is responsible for most of the graphics and display functions. It has three inputs and one output so it can take three graphical inputs and output the resulting image.
The blitter can move a 16-bit chuck into memory every 280 nanoseconds. It has 256 logic instructions, and is directly responsible for line drawing and solid fills. It is capable of drawing nearly 4000 lines every second. Agnus and the blitter are also responsible for reading information from disk into memory. This is done a track at a time, starting from any point where the disk heads happen to be, sorting it all out into a sensible order afterwards. Again, this is DMA function so uses up no processor time.
Agnus also includes the cooper, a small graphics co-processor with its own three commands, which basically monitors the functioning of the screen display (watching where the phospher dot is). Therefore it can handle screen displays such as split-screen, which is particularly handy for pull down split screen capacity of multi-tasking.
DENISE
Denise's specific responsibilities are to control the major functions of screen display. It converts bitplane information into an actual screen display. Denise is responsible for the 4096-colour capability of the Amiga and also controls the mouse and handles hardware sprites. The mouse pointer is a good example of a hardware sprite, but these types of sprite are often used in games. Denise also provides for such features as collision detection in games.
PAULA
Paula is in charge of the creation and the output of sound. It features a full nine octaves over four voices of sound, configured as two stereo chanels, and also includes the digital to analogue converter that builds and audio output into analogue impulses that the speakers can handle. Internally, sound information is handled entirely digitally: it is built up from wave-forms stored in memory. Both amplitude and frequency modulation are supported. This digital wave-form technique is what gives the Amiga its massive sound sampling and manipulation abilities.
GARY
Gary is a contraction of 'Gate Array': it monitors interfaces, handeling the movement of data to peripherals such as a bridgeboard.
Atari ST and emulation
The Atari ST is much more easily emulated than the eight bit models, because it used the same 68000 processor as the first Amigas, and had relatively little custom hardware. The sound chip is the three-channel one used in eight bit micros like Amstrad CPC, Spectrum 128, Oric and BBC Micro, but STs have MIDI built-in as well.
The ST runs in three display resolutions: LowRes, with 320 by 200 pixels in 16 colours from a palette of 512, mainly used for games, MediumRes, 640 by 200 pixels in four colours, and HighRes 640 by 400, which required a special monochrome monitor on a real ST and uses an interlaced display on the Amiga.
Later models like the STe, TT and Falcon had extra hardware to bring them closer to the Amiga's specification, with more colours and eight bit sampled sound. The TT and Falcon have 68030 processors but Atari went no further, so there's no support for the 68040 or 68060, even in late versions of the Atari operating system.
16 bit Atari disks use a variant of the 360K, 720K and 1.44 Meg MSDOS formats, so you can read and write ST files with CrossDOS, bundled with the Amiga. Some disks have one extra sector per track, pushing the capacity to 800K or 1.6 Megs; these need a special mountlist.
ST emulators usually require you to obtain your own copy of the Atari ROM, which is inauspiciously known as TOS, for Tramiel Operating System. Much of the code inside came from seventies micro pioneers Digital Research, including a 16 bit version of CP/M and GEM (Graphics Environment Manager), a simple single-tasking windowing system, also used on some Amstrad PC clones.
Atari ST programs fall into two main categories - GEM applications, which use the operating system, and others - mainly games and demos - which hit the hardware directly. Current Amiga ST emulators only work with well -behaved GEM applications. They use operating system patches to re-direct system calls to the Amiga hardware. This means that very few ST games can be emulated, and clobbers packages that make direct access to the ST's built-in MIDI.
The main strengths of the ST are in MIDI and Desktop Publishing. MIDI emulation is problematic because of hardware differences, but DTP packages like Calamus can out-perform Amiga equivalents on 68000 machines.
The verdict
Most ST games were converted to the Amiga. Indeed, in the heyday of the ST Amiga users used to complain that games like Populous and Formula One Grand Prix were written first for the simpler ST, and converted, which is why they ended up using only 16 colours rather than the 32 or 64 which the Amiga 500 can handle. However, it's not that simple. The ST's faster CPU made a noticable difference for 3D games. So what you have is an older version of GP32 vs. GBA. The GBA has a slower (a lot slower) CPU, but custom chips to compensate. The GP32 (some what like the ST) has just a more powerful CPU, and basic screen handling.
But the most in important thing is that the ST version of Dungeon Master is better - much better!!!!! And I can play it on my GP32.