Path: utzoo!mnetor!uunet!husc6!think!ames!pasteur!ucbvax!ucsd!sdcsvax!ucsdhub!jack!crash!pro-charlotte.cts.com!steelie From: steelie@pro-charlotte.cts.com (Jim Howard) Newsgroups: comp.sys.amiga Subject: Assembly for graphics Message-ID: <2734@crash.cts.com> Date: 26 Mar 88 04:58:31 GMT Sender: news@crash.cts.com Lines: 35 >From: info-amiga shimoda@rmi.UUCP (Markus Schmidt) >Hi! >I hate assembler too & if you really do C right you don't need >assembler too often. >Dunno if someone has tried Leo Schwab's NEETO.ASM. It was pure >assembly and had 340 Bytes. I tried to do the same in C and did >it with 348 Bytes. >Or I have written a filebrowser that \is >*entirely* "C" and scrolls nearly as fast as BLITZ. If you say >Assemby is 100% (code and speed) good "C" can be 120% (20% >slower and bigger) and 50% delvelopmenttime. >|._,| Cu > - - Markus >==O== (shimoda@rmi.UUCP) > `-' Never trust a smiling cat! 'C' produced similar sized code only in NEETO.as because it was an extremly basic program- and had no reason to use any speedy routines. If you think C is just as good as assembly, try doing a few _ScrollRaster's in C, and then start up a few sprites. Then for fun just put a dual playfield in there. Pretty slow eh? In most cases assembly will produce MUCH smaller executables, and if the programmer is good enough, MUCH faster executables too. *BUT* I admit writing in assembler is enough to give anyone a headache, and for most applications, C will cut development time greatly. But if you are doing heavy graphics routines-or just IO routines that have to be blazing fast, assembly is the way to go. "The crash of the whole solar and stellar systems could only kill you once." UUCP: ....!crash!pro-charlotte!steelie INET: steelie@pro-charlotte.cts.com INET: crash!pro-charlotte!steelie@nosc.mil