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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: need help on A1200/030 board programming
- Date: 29 Feb 1996 14:49:10 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: inet
- Message-ID: <4h4ed6$lkk@sunsystem5.informatik.tu-muenchen.de>
- References: <4gb9ao$104@sunsystem5.informatik.tu-muenchen.de> <1189.6628T141T1560@wr.com.au> <38232664@kone.fipnet.fi>
- NNTP-Posting-Host: hphalle2i.informatik.tu-muenchen.de
- Originator: fischerj@hphalle2i.informatik.tu-muenchen.de
-
-
- In article <38232664@kone.fipnet.fi>, "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi> writes:
- |>
- |> > Yeah, it's not really a problem, as long as the programmer recognises
- |> > fast ram (which unfortunately a lot of games don't seem to do..).
- |>
- |> You dont have to "recognise" FAST-ram, just dont force stuff
- |> into CHIP-ram which does not need to be there, ie. only
- |> gfx data, samples, display memory etc.
-
- he meant user forces game to chip as code would crash otherwise :\
-
- but, ab3d-autoplay-demo managed the impossible:
- not crashing on fatmem, but not making use of it. argh. due to
- probs on A4000 I guess...
-
- thank goodnes the later versions supported it, voila almost 2 times faster
- (4 times or more on turbos).
-
- |>
- |> -- _
- |> a Stellar programmer _ //
- |> "Amiga - back for the future" \X/
-