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- Path: ar.ar.com.au!not-for-mail
- From: storm@ar.ar.com.au (Storm/Cydonia)
- Newsgroups: comp.sys.amiga.misc
- Subject: Re: Walker = 1970's 8-Track Player
- Date: 23 Mar 1996 07:04:20 +1000
- Organization: I need to put my ORGANIZATION here.
- Message-ID: <4iv4kk$ohj@ar.ar.com.au>
- References: <4in47b$4qf@kaon.kuai.se> <DoKtxz.A2y@cix.compulink.co.uk> <4iq2k4$hif@serpens.rhein.de>
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-
- Michael van Elst (mlelstv@serpens.rhein.de) wrote:
- : jralph@cix.compulink.co.uk ("Jolyon Ralph") writes:
-
- : >ps. This doesn't mean *I* think it's a good idea, I'm just saying it's
- : >quite reasonable for games developers to have thought it was perfectly
- : >sensible to bash hardware, and they are not entirely to blame.
-
- : They are entirely to blame since the first non-"unexpanded A1000s" were
- : available. Think about all the games that failed with any fast memory
- : available. That's pure c0d3rware.
-
- ..but to be expected when many of the early developers were old C64 coders,
- who'd always relied on absolute addresses, and then, when they were trying
- to learn about the Amiga, they were confronted by a Hardware Reference
- Manual that used absolute addressing for it's example code!! With a teacher
- like that is it any wonder the students wrote crap code?
-
- : >Floppy-disk protection systems were an unfortunate necessity and wouldn't
- : >be easy without low-level access anyway.
-
- : But the games do not use the hardware banging for disk protection.
-
- ??? I can't think of any games that banged the disk-hardware that did not
- have copy-protection? Or do you think they only banged the disk-hardware
- 'cos it was k00l and that copy-protection was a side effect?
-
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