Path: utzoo!utgpu!watmath!clyde!att!osu-cis!tut.cis.ohio-state.edu!rutgers!iuvax!bobmon From: bobmon@iuvax.cs.indiana.edu (RAMontante) Newsgroups: comp.lang.c Subject: Re: Assembly or ....ok Message-ID: <15894@iuvax.cs.indiana.edu> Date: 18 Dec 88 19:13:16 GMT Reply-To: bobmon@iuvax.UUCP (RAMontante) Organization: malkaryotic Lines: 27 Thanks, Doug Gwyn, for having some memory... -My, how quickly we forget. SubLOGIC developed their initial products, -including Flight Simulator, exclusively for the Apple II. The original -Flight Simulator used monchrome line graphics; it was a big hit. - -I'm waiting for an Apple IIGS version. Because SubLOGIC built -everything the hard way (not only CPU-specific assembly code, but -also their own disk file system), it's taking them longer than it -would have to produce a new port like that. - -The real question is, how much of that was really necessary? -I haven't tried to figure out their particular methods, but I know -of ways to do much of what is needed for Flight Simulator in C, -and I know of spiffier flight simulators on real graphics systems -that are coded entirely in C. Did the Apple II, or II+, have a reasonably optimizing C compiler back then? I doubt it; I remember them promoting Pascal pretty hard. I know my C-64 didn't have any C compiler at all initially, while it did have FSII. The extant operating systems didn't offer much help, either -- I remember lots of custom drivers for the C-64 disk drive, because the monitor ROM wanted to do bit-serial disk IO at 300bps (with 3 or 4 pointless handshaking lines). Do those real graphics systems use 1MHz 8-bit cpus with 48K of memory? Or 192K mass storage with "start drive motor" signals? (Or even 4.77MHz cpus, with segmented memory in 64K chunks?)