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Old 09 March 2010, 21:07   #81
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Join Date: Jun 2008
Location: Boston USA
Posts: 332
Originally Posted by Photon View Post
The Amiga pretty much has the most ambitious chipset ever made in a home computer. If you mean that an 8-way 'mapper' and music playing at the same time to boot(!) isn't complex to do on a base Amiga, well I couldn't agree more...?

And certainly you have to write complex code to make the ST do things it wasn't designed to do, like games with stuff moving around.

As a result, many ST coders learned more 68000 tricks and wrote tighter code than most Amiga coders.

But the complexity is then in the software, as you mentioned.

I guess you don't really mean that the Amiga design wasn't complex, certainly not contrasted by the rudimentary 'off-the-shelf' designs of MSX, ST, PC, etc.
It's a different era but I'd say the GBA is more complex to code on than the Amiga despite being built for the same kind of 2d games. The playfield and sprite hardware has more features on that unit. I'd guess the SNES was of a similar level of complexity but never did anything on it so I can't say for sure. Either way as long as you have good docs you can't go wrong. The HRM is a very good piece of documentation. Out of curiosity have you ever fiddled with the ST from asm? You might like it.. It's different but still fun.

The STe is a nice machine to code on as is the Falcon if you can source one.
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