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- From: psteffn@hal.gnu.ai.mit.edu (Paul Steffen)
- Newsgroups: comp.sys.atari.st
- Subject: Re: The compatibility story (Falcon & A1200)
- Message-ID: <1ivp1aINNpgj@life.ai.mit.edu>
- Date: 13 Jan 93 00:50:50 GMT
- Article-I.D.: life.1ivp1aINNpgj
- References: <1993Jan10.171538.26344@news.uit.no> <1993Jan11.113722.5383@gdr.bath.ac.uk> <1itc67INN4vm@life.ai.mit.edu>
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- 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.
-
- Hello, Dave. I hope this doesn't sound like deja vu.. d:^)
-
- I'm curious what "rules" there are on the ST!? Please tell me because
- Atari certainly hasn't. Or should I spend my yearly allowance and
- become a registered developer? The Developers Kit certainly shows how
- much Atari cares. Maybe Atari should publish tutorials like CBM instead
- of leaving it to Abacus...
-
- I've never programmed with STOS (after all, I have dignity), but from
- what I've seen of it, it seems unlikely that they could have used Line-A
- calls, no? Face it, the OS does not have adequate graphics functions! You
- aren't going to produce a polished *_SMOOTH_* running game under VDI.
- Sure, go out and buy a '486/66 and write your games for it! It seems
- contradictory that you are touting the PC when 99.9% of the games for
- that machine go straight to the hardware. Demo coders have proven that
- there are still some things that can be done with the ST hardware and
- it's up to the game developers to catch up.
-
- >>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.
-
- Yeah.. By not releasing 68020/68030 machines until recently, eh? Well, I'll
- tell you that it's common knowledge the mistakes that Atari has made in
- the original ST computers that has made it compatability difficult.
- Remember who wrote TOS 1.0?
-
- >
- >>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.
-
- Maybe you should compare your Game Workbench productions to games
- written with "illegal" means? Does Game Workbench have support routines
- that do fine virtual (or token map) scrolling in 1 frame? I'm not even
- talking about sync scrolling (heavens!).. I'd be very impressed if you
- could show me a game with the same polish and smooth execution that is
- seen in a Bitmap Bros. games or even Delta Force games (in Syntax Terror &
- Punish Your Machine demos).
-
- Do you honestly believe that your ST or STe sound routines will survive
- upwardly compatable forever? Is there even OS support for the STe DMA?
-
-
- >
- >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
-
- Paul Steffen
- STratoHAK/TPPi
-