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- Newsgroups: comp.sys.atari.st
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!sdd.hp.com!usc!cs.utexas.edu!torn!utgpu!gbcusg
- From: gbcusg@gpu.utcs.utoronto.ca (I. Barnett)
- Subject: Re: The compatibility story (Falcon & A1200)
- Message-ID: <C0r8Ew.Cyx@gpu.utcs.utoronto.ca>
- Organization: UTCS Public Access
- References: <1993Jan10.110720.14311@umiami.ir.miami.edu> <1993Jan10.171538.26344@news.uit.no> <1993Jan11.113722.5383@gdr.bath.ac.uk> <1itc67INN4vm@life.ai.mit.edu>
- Date: Tue, 12 Jan 1993 18:52:08 GMT
- Lines: 57
-
- In article <1itc67INN4vm@life.ai.mit.edu> dmb@case.ai.mit.edu (David Baggett) writes:
- >In article <1993Jan11.113722.5383@gdr.bath.ac.uk> mapmh@gdr.bath.ac.uk (M Hagger) writes:
- >>I'm curious, just what do you mean by shitty programmers? In the real
- >>world do you seriously expect game writers (ie people trying to screw the
- >>maximum performance out of a machine) to worry about their program being
- >>a little incompatible with future generations of chips?
- >
- >Yes. Case in point of bad programming of this ilk: STOS. Every time
- >the slightest change was made to the OS they had to send out an
- >update. You don't have to break the rules to get the best performance
- >possible out of the machine. Get things fast is one thing. Getting
- >things fast, and properly, is far better.
- >
- >>Particularly if they are not even aware of the these new machines etc
- >>when the software is written.
- >
- >In some cases of course, they are victims of what you describe here.
- >If the computer company rips the rug out from under the programmers,
- >there's no one to blame but the company. But Atari hasn't really done
- >that; they've said (in their own muddled way) what you could and
- >couldn't rely on, and they've done pretty well at not screwing
- >programmers who followed the rules.
- >
- >>Maybe you would prefer it if the games were a little slower or a little less
- >>impressive, but I certainly wouldn't.
- >
- >Following the rules will NOT slow your program down. Game Workbench
- >runs fine on Falcons and TT's, and we never had those machines to
- >develop on. It was more time-consuming, in some sense, to be careful
- >to follow the rules, but doing so did not affect efficiency any.
- >
- >Dave Baggett
- >--
- >dmb@ai.mit.edu MIT Artificial Intelligence Laboratory
- >ADVENTIONS: interactive fiction (text adventures) for the 90's!
- >dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
-
- Anyone who has seen the box of GARBAGE that you get from Atari when
- you become a developer should know that all developers have nothing
- to start with when writing programs for the ST. The tools (C compiler,
- assembler, resource editor) you get are the worst I've ever seen on
- any computer. Game writers have no choice but to search through the
- OS for tricks to use. I happen to think STOS is a great piece of
- software. Take the line-A fiasco that Atari has created. All of a
- sudden, Atari has said that routines we have been using for years are
- illegal and we have to use the vdi routines which are S**T (hence the
- existence of warp-9 and nvdi). If it wasn't for the MWC manual and the
- abacus books, I would still be in the dark about programming the ST.
- Developers are the most important resource a hardware vendor has and
- Atari has shown their developers absoultely no respect. No wonder
- Atari's programming 'rules' are being broken by programmer.
-
- I will now step down off my soap box...
-
- Darren King, GBC --> gbcusg@gpu.utcs.utoronto.ca
-
-
-