home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!ames!sun-barr!olivea!mintaka.lcs.mit.edu!ai-lab!case!dmb
- From: dmb@case.ai.mit.edu (David Baggett)
- Newsgroups: comp.sys.atari.st
- Subject: Re: The compatibility story (Falcon & A1200)
- Message-ID: <1ivujuINNsjq@life.ai.mit.edu>
- Date: 13 Jan 93 02:26:06 GMT
- References: <1993Jan11.113722.5383@gdr.bath.ac.uk> <1itc67INN4vm@life.ai.mit.edu> <1ivp1aINNpgj@life.ai.mit.edu>
- Organization: MIT Artificial Intelligence Laboratory
- Lines: 116
- NNTP-Posting-Host: case.ai.mit.edu
-
- In article <1ivp1aINNpgj@life.ai.mit.edu> psteffn@hal.gnu.ai.mit.edu (Paul Steffen) writes:
- >Hello, Dave. I hope this doesn't sound like deja vu.. d:^)
-
- Oh NO! :)
-
- >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...
-
- Like I said elsewhere, I'm not about to claim that Atari did a good
- job w.r.t. getting the "rules" out there, but there are plenty of obvious
- rules of thumb that common sense dictates. E.g.,:
-
- 1. Your program should run from hard drives, not just drive A
- 2. You shouldn't write self-modifying code. Chips with
- instruction caches have been part of the Motorola line for
- years now, and to think Atari would never go beyond the
- 68000 is silly.
- 3. Relying on any global system variable which isn't in the
- Atari docs (also in the Megamax, Lattice, and MWC docs)
- is RIGHT OUT. There is NO reason to do this for games.
- 4. Assuming you own the whole machine is also bad. Again,
- anyone should have seen multitasking coming to the ST
- line; it's been around on personal computers since 1985 or
- so. Along with this are little things like not assuming
- the screen is at $78000.
-
- None of these things is hard to figure out or dificult to follow. And
- games are pretty simple, really; they don't need to do much but play
- sounds and put images on the screen. There's no need to use
- undocumented traps or assume things about where the screen is in
- memory. Such practices are the product of ignorance or laziness.
-
- (And though I said games are simple, I don't mean they're easy to
- write. The algorithms are straightforward; it's just that you have
- to spend a lot of time optimizing them.)
-
- >Face it, the OS does not have adequate graphics functions!
-
- Well I didn't mean that people whould write games using the VDI.
- Obviously assuming the screen memory layout is ST low rez is not
- so great in the long term, but that actually is an assumption you
- have to make to get decent performance on an 8 MHz ST. Given this,
- Atari has done the right thing in making sure this video mode has
- been supported in all their machines.
-
- You have to assume some things, of course, like the fact that if you
- put some data somewhere in memory, it'll be there when you come back to
- it. :) The point is that many of the assumptions made by game
- programmers have been unreasonable, and therefore losing.
-
- >It seems contradictory that you are touting the PC when 99.9% of the
- >games for that machine go straight to the hardware.
-
- Doing graphics on the PC is difficult, but the situation is quite
- similar to the ST in terms of required assumptions. You have to assume
- a certain screen memory format (as well as where the screen is mapped
- into memory, of course, since the video ram is separated from the
- normal ram), but that's about it.
-
- >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.
-
- While that's true, many times the demo techniques are inappropriate for
- games because they're too memory-intensive or demo-specific.
-
- >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?
-
- You should really ask Neil about his scrolling routines. Send email
- to <neil@cs.heriot-watt.ac.uk>. BTW, you can most definitely do fine
- omni-directional scrolling with tokenized maps in 1 frame. Not only
- that, but GW will even compare sprite vs. map token priorities and
- over/underlap sprites and map tokens in real time if you want. (Did I
- mention the collision checking?) These are all things you can set
- right in the sprite editor -- you set the priority of each frame of a
- sprite and it just goes under and over things appropriately.
- Generalized, easy-to-use, works on all Atari machines. It can be done.
-
- >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).
-
- As I've mentioned before, the Bitmap Brothers' scrolling routines are
- somewhat inferior if you really take a look at them. There are more
- sophisticated (but legal) techniques than they use. Again, ask Neil
- about it -- that's his specialty.
-
- It really is too bad that Neil and I never wrote a scrolling game to
- show off GW. The scrolling code was only ready late in the project,
- and by that time I was devoting so much time to the system itself that
- I really had no time to spare on a scrolling game. (We have demos to
- test the thing, of course, but that's hardly what people would want to
- see.) It takes a lot more work to design a good scrolling game than it
- does to do pacman. And I'm a really terrible artist, and was unable to
- find anyone willing to invest the 1000 or so hours to do all the
- graphics for a freeware scroller.
-
- >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?
-
- Yeah, as long as there's a PSG in the machine mapped to the same
- locations in memory. There's nothing "unsupported" about the sample
- playback routines. (They do work on the Falcon, by the way.) The only
- fiddly bit is a movep instruction, and Atari has documented its abuse
- in that case.
-
- 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
-