Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!mips!pacbell.com!tandem!zorch!amiga0!mykes From: mykes@amiga0.SF-Bay.ORG (Mike Schwartz) Newsgroups: comp.sys.amiga.programmer Subject: Re: Let's Prove a Point! Message-ID: Date: 30 Apr 91 13:03:17 GMT References: <1991Apr23.193049.6097@wpi.WPI.EDU> <1991Apr28.151031.11475@mathrt0.math.chalmers.se> Organization: Amiga makes it possible Lines: 27 In article <1991Apr28.151031.11475@mathrt0.math.chalmers.se> d0micke@dtek.chalmers.se (Mikael Andersson) writes: >Yeah! When you try to learn assembler you look at other peoples sources (assembler) and see >how things are done. Well, that's how I did it anyway. And EVERY source I got my hands on >was NASTY to the system... (Writing to registers directly and so on) But if someone took >the time to do the things described above - send me a copy of the source and the world will >have another programmer that writes system OS-friendly Amiga code. > >/Mikael > The language used makes NO difference to whether or not the hardware is accessed directly... There is an include file (1.3) called hardware/custom.h which makes it trivial for a 'C' programmer to do the same kinds of accesses to hardware. Consider the following code fragment: UWORD *b = 0xdff000; b[0x182] = 0xfff; /* set color register 0 to 0xfff */ Programmers often access the hardware directly to drive the blitter, copper, and audio hardware, even when using the operating system for everything else. -- **************************************************** * I want games that look like Shadow of the Beast * * but play like Leisure Suit Larry. * ****************************************************