Path: utzoo!utgpu!watserv1!watmath!att!dptg!ulysses!andante!mit-eddie!bu.edu!rpi!batcomputer!riley From: riley@batcomputer.tn.cornell.edu (Daniel S. Riley) Newsgroups: comp.sys.amiga.tech Subject: Re: MFM coding/protection. Summary: blech...timing loops. Message-ID: <1990Nov28.163130.29457@batcomputer.tn.cornell.edu> Date: 28 Nov 90 16:31:30 GMT References: <1990Nov27.113820.28055@cck.cov.ac.uk> Followup-To: comp.sys.amiga Organization: Cornell Theory Center Lines: 43 [ warning...flames ahead ] In article <1990Nov27.113820.28055@cck.cov.ac.uk> csg019@cck.cov.ac.uk (Z*A*P*H*O*D) writes: [...] >step_wait = 3000 Delay for track movement and >stepper_delay > move.w #step_wait,d1 >wait > dbra d1,wait and >motor_delay > move.w #$b000,d0 >md > dbra d0,md > rts A game programmer fer sure... Let me guess: for high performance games on the Amiga, your players demand that floppy disk access be finely tuned for the 68000--if it didn't have timing loops, then it just wouldn't be worth playing. *sigh* This is the sort of mindless coding that leads to programs that break on accelerated Amigas for *no* defensible reason whatsoever. Timing this with one the CIA timers would take about 6 more lines of assembly. Commodore will even tell you how to do it--read Bryce's article "Amiga Low-Level Disk Access" in AmigaMail volume 1, page VIII-9. Using timing loops in floppy access code is just pure laziness on the part of programmers who can't seem to understand that the Amiga is not a C-64. Don't copy this code--get the AmigaMail article and learn to do it right. A rare flame from the keyboard of -Dan Riley (riley@theory.tn.cornell.edu, cornell!batcomputer!riley) -Wilson Lab, Cornell University