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- Path: munnari.OZ.AU!metro!metro!news
- From: accolyte@wr.com.au (Accolyte)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS frien
- Date: 5 Feb 1996 11:44:42 GMT
- Organization: Information Services, The University of Sydney, NSW, Australia
- Distribution: inet
- Message-ID: <8345.6609T1051T1186@wr.com.au>
- References: <4e8h9j$mp5@sinsen.sn.no><4e8pk2$ntm@serpens.rhein.de><3873.6603T379T952@wr.com.au><PETERM.96Jan31172831@tui.maths.irl.cri.nz><3274.6607T382T680@wr.com.au> <PETERM.96Feb5143139@tui.maths.irl.cri.nz>
- NNTP-Posting-Host: dialup46.wr.com.au
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-
-
- (I've combined two messages into one here to save space)
- >>For compatibility one might consider using the system interrupt routines
- >>as an *option* to the user, but taking over the interrupts should always
- >>be available for those who want speed.
- >
- > Unless we're getting thousands of interrupts per second (which
- > indicates we're probably using the wrong algorithm), no-one will
- > notice the difference. Oops, yes they will --- it makes the
- > difference between work/crash on some configs.
-
- It can make a big difference. Try running a mod-player before you
- start certain demos that use the system interrupts. They go out of
- frame and look terrible.
-
-
-
- <snip>
- >>> emulators from the same time period, such as the KGB one and the
- >>> Italian one, were slightly faster than mine because they killed the OS
- >>> and used copper tricks for the display. However they died an early
- >>> death because they didn't work with "weird" configs like accelerators
- >>> or A1200s.
- >>
- >>That's only because they made silly mistakes.
- >
- >Agreed. They made the silly mistake of killing the OS right from the
- >start.
-
- Wait a sec, lets not jump the gun here. Killing the OS isn't a deadly
- sin - it can add to the performance of a game. The problem is not having
- an option to leave the system running.
-
-
-
- <snip>
- > Well, yes, emulators are different from games, just as games are
- > different from each other. IMO, hardly any emulators or games, if any
- > at all, need to kill the OS.
- >
- > I can think of only one possibly valid reason for killing the OS.
- > That is, the game bangs the custom hardware so fast to achieve the
- > desired effect that there is no time for interrupts or context
- > switches. A game using dynamic HAM mode could be an example. Of
- > course, such a game would be extremely hardware dependent, and I can't
- > think of a single game with such stringent requirements.
-
- But if it means increased performance, it's worthwhile. As I said,
- there can always be an option to keep the system running, for people
- who like things like that.
-
-
-
-
-
-
-
-
-
-
- >>Diamond Caves: Too slow, and plays nowhere near as well as BaldersGrove
-
- > Could it be the high-res interlace mode that slows Diamond Caves down?
- > In any case, direct bitmap access is possible without killing the OS
- > and Diamond Caves probably doesn't have an option for that. I wonder
- > whether BaldersGrove works at all on my system.
-
- Nah, It's not the screenmode that's slowing it down, Diamond Caves only
- uses an interlace screen for the title. (at least the way I had it playing)
- I have no idea whether BaldersGrove works on your system. It is fairly well
- written though. What is your system? It multitasks btw.
-
-
-
- >> And I don't like Diamond Caves. First of all it opens an interlace
- >> screen with no option to use anything else. What's this? No support
- >> for people without multisyncs?
- >
- > Interlace works on 15kHz monitors around here. Or are you saying you
- > don't like the flicker? Whatever the problem, it sounds like it is
- > easily fixed without killing the OS.
-
- Sorry, yes it's the flicker I don't like. It's acceptable with viewing
- pictures etc, but for a menu, and places where you have numerous horizontal
- lines it's just unbearable. Of course it can be fixed without killing the
- OS, but it's silly not to have been thought of in a game supposedly breaking
- out against the norm and supporting many different hardware configs.
-
-
-
- >>Gloom Deluxe: Point. Although it requires a much faster system to run
- >> acceptably. The stock 1200 routines are not system ones.
- >
- > Gloom Deluxe would be faster on an A1200 if it didn't kill the OS and
- > if it used QBlit() for c2p.
-
- How using QBlit() ever be faster that killing the OS and hitting hardware
- on a 1200? I mean, you can still do async blitting with the hardware only.
-
-
-
-
- > BTW, another great OS game is the classic old F18 Interceptor.
- > Clearly it doesn't kill the OS because my network server works in the
- > background. In fact, I can't even tell when someone accesses my hard
- > disk while I'm playing unless I look at the disk light.
-
- Hmm, I think we more or less agree here. I have nothing against supporting
- the OS. It's the people who say "use 100% OS routines" that I disagree
- with. I wonder if F18 Interceptor uses some hw hitting, or if it's 100% OS.
-
-
-
-
- >>Spectrum Emul: Not a game :)
- >
- > So what if it's not a game. It's 10000 games, many of which are
- > better than ones in this list (arguably).
-
- Hehe.. sure, but I still think it doesn't quite count in a list of
- OS friendly games ;) Utils should *definately* have a multitasking
- option - they're much more often used with other programs than games
- are.
-
-
-
- >>Colonization: Shocking code, and this in terribly slow, even for OS calls
- >
- > So how does killing the OS improve shocking code?
-
- It doesn't, but shocking code kind of exludes it from being in a list
- of good games in the first place. :)
-
-
-
- >>DuneII: Could be much faster
- >>Angband: If it's what I'm thinking of (moria clone?) then that's
- >> on par with the ol' text adventures in terms of system
- >> requirements :)
- >
- > And people write text adventures and disk mags that kill the OS :-(
-
- Text adventures, yeah that's a fair point. But you should understand that
- with diskmags, the programmers are usually working for zilch profit and
- have little inspiration to make it compatible with 100% of the systems
- out there (although some do it anyway).
-
-
-
- >> F18Interceptor: I can't remember this, but I'm sure it could've been much
- >> faster/better.
- >
- > F18 Interceptor was written when A500s were the norm and it's still a
- > classic, fast flight simulator. I can run my network server in the
- > background and I can't tell when someone accesses my hard disk unless
- > I look at the disk light.
-
- <thinks back> Still not sure.. <shrug>. Didn't it have disk based
- protection or something (btw)?
-
-
-
- >> Poing: I admit, this is a downright trendy/addictive game :)
- > But it's not overly complex is it?
- >
- > It would have to be incredibly complex before I would consider killing
- > the OS. Far too many coders decide to kill the OS from the start.
- >
- > IMHO all the above games are better than you make out. On the other
- > hand, none of them are perfect. Some use only high-level OS calls,
- > hence they work with gfx-cards but are relatively slow on stock
- > A1200s. This problem can be worked around without killing the OS.
- > Indeed, all the games above could almost certainly all be improved
- > without killing the OS.
-
- Yes that's true.. that reminds me (for who-knows what reason) of something
- that sucks about OS compliant software. More specifically, badly written
- OS compliant software. I refer to OctaMED 3, (which is in other respects
- *excellent* so please don't get me wrong Teijo :) ) - it allocates all the
- audio channels when it starts, and frees them when it stops. How the hell
- can I play a mod in the background, or search through my HD with a
- directory utility for the right sound? I can't, because OctaMED has taken
- over the audio channels, and all the other software refuses to play
- anything if they're allocated. An option to ignore the channels being
- allocated would be a great idea, just for those cases where other software
- might not be written correctly. (And that in turn reminds me.. Poing hits
- the audio hardware.. it that bad? :) )
-
- BTW, I know OctaMED has been updated recently, but I can't stand the new
- "OS style compliant" interface. The original one was perfect in my
- opinion <sigh>
-
-
-
-
- >> I think the trend is that the ONLY OS programmed games that will run
- >> acceptably are the simple ones, and the ones designed for graphics
- >> cards only. Where does that leave the people who don't have/want a
- >> graphics card?
- >
- > To work with all gfx cards, a game must use high-level OS calls. If
- > that's too slow on a particular chipset then the game can allocate and
- > bang within OS rules. A good game would give the user both options.
-
- Okay I agree.. is there anyone here who's willing to do both though?
-
- I think another problem could be the luke-warm response programmers are
- getting from people owning high-end machines. I don't mean anything
- personal, but looking at the messages directed at Team17 lately,
- and some of the comments in this newsgroup, it's less than helpful.
-
-
-