Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!uunet!mcsun!ukc!warwick!covpoly!csg019 From: csg019@cck.cov.ac.uk (-~=Zaphod=~-) Newsgroups: comp.sys.amiga.tech Subject: Re: Assembler Programming - Costs versus Benefits Message-ID: <1990Dec7.103652.17887@cck.cov.ac.uk> Date: 7 Dec 90 10:36:52 GMT References: <7160@sugar.hackercorp.com> <536@ssp9.idca.t Organization: Coventry Polytechnic, Coventry, UK Lines: 25 In article mt87692@tut.fi (Mikko Tsokkinen) writes: > > 90% of all games I have ever seen for amiga doesn't run with faster >processors because the disk loader and other waiting is badly written. >They use wait loops like this: > >wait move.l #2000,d0 > dbra.s d0,wait > >And this the absolutely same code as comes from c-compiler when you use similar >wait tactics. It seems too hard for 90% of programmers (on any language) to >use CIA timers. On the other hand the assembler programs are more likely to >crash because most of c-programs are written using the OS and the waiting is >done using the OS functions (this can done as easily with assembler). Good point, but using different wait techniques won't help with disk speed, this is becuase as far as i know (correct me if i'm wrong!) the disk DMA speed is still the same, so you will still have to wait the same time for the disk block to load on all config's. -- *********/// O O **A member of S.H.I.T. (Super High Intelegence Team)**///*** * /// u Fight, defeat and kill organized laming. /// * * \\\ /// --- Zaphod of Intuition csg019@uk.ac.cov.cck ok? \\\ /// * ****\\X//**********************************************************\\X//******