Newsgroups: comp.sys.amiga.programmer Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sol.ctr.columbia.edu!cunixf.cc.columbia.edu!cunixb.cc.columbia.edu!es1 From: es1@cunixb.cc.columbia.edu (Ethan Solomita) Subject: Re: Games vs. OS Message-ID: <1991Apr1.195352.25846@cunixf.cc.columbia.edu> Sender: usenet@cunixf.cc.columbia.edu (The Network News) Nntp-Posting-Host: cunixb.cc.columbia.edu Reply-To: es1@cunixb.cc.columbia.edu (Ethan Solomita) Organization: Columbia University References: <1991Apr1.114835.22354@cunixf.cc.columbia.edu> <91091.084701DXB132@psuvm.psu.edu> Date: Mon, 1 Apr 1991 19:53:52 GMT In article <91091.084701DXB132@psuvm.psu.edu> DXB132@psuvm.psu.edu writes: >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. But you can't knock using it as a Data Cache. Like I say, waiting for the disk to load up the next scene is quite tedious. Information can be pre-loaded into the extra 512K, all program code can be moved into it, and 40K does make a difference, also double-buffering can occur. And although that might not be fast enough for 60fps animation, it should be fast enough for digitized sound in many cases. > >-- Dan Babcock -- Ethan Q: How many Comp Sci majors does it take to change a lightbulb A: None. It's a hardware problem.