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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!sdd.hp.com!usc!rpi!utcsri!torsqnt!geac!censor!comspec!nsq!entity
- From: entity@nsq.uucp (cybernetworx)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: Euro hackers & Wing Commander Demo.
- Message-ID: <297@nsq.uucp>
- Date: 25 Aug 92 16:05:49 GMT
- References: <Paul_Trauth.0kt5@agwbbs.new-orleans.LA.US> <63224@cup.portal.com> <mwm.1lkf@contessa.palo-alto.ca.us>
- Organization: NSQ
- Lines: 23
-
- In article <mwm.1lkf@contessa.palo-alto.ca.us>, mwm@contessa.palo-alto.ca.us (Mike Meyer) writes:
- > > If it runs fast on a 68000, then it sure as hell will run fast on a 68030 or
- > > whatever.
- >
- > Assuming it runs at all, that is. Of course, that's another of the
- > attributes of good code - it follows the rules, so that it will work
- > on machines that use processors that didn't exist when the game was
- > written.
-
- Well, in general any code written for 68000 will easily run on a 68010/20/30
- without any problems. The 040 has certain characteristics which cause a lot
- of problems, but until they become more widely available we're going to see a
- lot of games crash on 040's because most programmers don't know about the
- intricacies of the 040. The only other reason for games not working is things
- like directly accessing interrupt vectors which can move on higher processors
- (ie into fast ram for faster exception processing). Other things are fairly
- minor.. eg. timing differences with keyboard under 2.0 etc.
-
- Hardly anybody writes self-modifying code or anything that could screw up in
- caches because it's widely understood now... similarly it'll take a little
- while for people to figure out what copyback does on the 040.. or things like
- that a NOP instruction actually flushes the caches on an 040 :-) Ah well...
-
-