Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!psuvax1!psuvm!dxb132 Organization: Penn State University Date: Monday, 1 Apr 1991 08:47:01 EST From: Message-ID: <91091.084701DXB132@psuvm.psu.edu> Newsgroups: comp.sys.amiga.programmer Subject: Re: Games vs. OS References: <18e6c18b.ARN0c4c@swinjm.UUCP> <20212@cbmvax.commodore.com> <1991Apr1.114835.22354@cunixf.cc.columbia.edu> In article <1991Apr1.114835.22354@cunixf.cc.columbia.edu>, es1@cunixb.cc.columbia.edu (Ethan Solomita) says: > Deep market penetration of the 030 may be a little >unrealistic in the short term, but how about 1MB? How much worse >does a game that requires 1MB sell than a game which requires >512K? Unfortuntely, that extra 512K is not the chip RAM that most games need. Shadow of the Beast II code is less than 40K, the rest is graphics and sound, so there is little benefit in having 512K of slow RAM, except as a disk cache. And the extra 512K appears whereever, so the usual practice of ORGing code and data is out. Dungeon Master can use it (waste it) because it is a large Aztec C program that multitasks. -- Dan Babcock