Path: utzoo!utgpu!news-server.csri.toronto.edu!qucdn!leek Newsgroups: comp.sys.amiga.hardware Subject: Re: Hardware addresses! Organization: Queen's University at Kingston Date: Thursday, 7 Jun 1990 06:50:29 EDT From: Message-ID: <90158.065029LEEK@QUCDN.BITNET> References: <1990May29.202024.20170@nada.kth.se> <1990May29.202316.20357@nada.kth.se> <18344@well.sf.ca.us> In article , mt87692@tut.fi (Mikko Tsokkinen) says: >> Sure - you can get the addresses from the Department of Stupid Amiga >> Programming, Dead Letter, Virginia, 10FFH. An alternative ftp site >> is ohboy@my.software.is.going.to.break.on.the.next.upgrade.duh > >> -- >> Mike Farren farren@well.sf.ca.us > >So you think commodore makes RKM manuals with wrong information. >You think OwnBlitter is in ROM just for fun? > >MITT > >-- >Mikko "Assembler rules OK!" Tsokkinen >Internet mt87692@tut.fi : UUCP tut!mt87692 : Bitnet mt87692@fintut Unless I am mistaken, I would have to say coding in absolute address is not a good practice. eg. Like what's the new address 0xBAD0F00D does in the original article. What RMK advice people to do is go through the OS if possible and if that isn't good enough use the addresses in the symbolic form like PORT1X to talk to the first game port or something like that instead of coding the address as 0x00DEAD00. :) If ever C= decided to upgrade the hardware, all one have to do is to use the new include files and recompile/reassemble the program and it should work just like that. K. C. Lee I know how bad it is to code address/constants directly in programs. Right now I am struck trying to patch up someone else's FORTRAN IV code and having a hell of a time trying to guess what each of the funny numbers are.