It happens by default with famous PC compilers. Looks like you replied to this message without reading the entire posting since what you argued against initially was answered later.
Sigh. Please repeat it for me then. What exactly IS your point? Is it that not knowing what you're doing may result in bad code and less-than-optimal file sizes and execution times? Because yes, I very much agree with that, but I still don't see how it's relevant. You can produce horrible code on any system.
The anim files decompress on the fly-- no streaming or disk reads.
Then some form of lesser compression with bigger files and shorter extraction time would be faster.
But Amiga has the edge since if you use OCS standard hardware, it works across the board on all Amigas and you don't have to use APIs.
No, if you write an app that uses standard OCS hardware (let's say an old A500) or even uses the kernel functions that's in no way a guarantee in itself that it will work on other Amiga systems.
I'm glad you agree on something.
Great. So what are you trying to say?
Adlib is not supported by all audio cards and even those it's supported on don't use the same I/O port.
No, but Adlib sound was definitely supported in the majority of sound cards, and telling the program what port to use can be as simple as passing a parameter when launching it or reading an environment variable. Perhaps not common, but as I said, definitely possible.
In sound, 44Khz..48Khz is enough but in the case of joysticks, IT CAN make a difference. It all depends on how fast the software is sampling the joystick and WHEN it samples. Anyway, your point that humans can't react that fast is false since you can produce millisecond accurate state changes in the joystick that are not NOISE.
How come normal Amiga and C64 games feel so responsive when they read the joystick only once or twice per frame anyway?
I can say the same for Audio.
Hahaha, let's see... Audio apps that make full and non-redundant use of 44.1 kHz audio... Well, to be honest I'd rather do multi-track destructive sound editing and recording at a higher frequency (and as high bit depth as possible) to get some frequency head room. If you've ever done any audio editing you know what I mean. A higher sampling frequency can also be used to account for a low bit depth (and yeah, in terms of recording and mixing, 16 bits often aren't quite enough). Some KORG recorders for example sample 1-bit sound at a 20-something MHz rate. The sound can then be filtered digitally for very high fidelity audio.
But yeah, you still didn't show me a game that utilizes 1 KHz joystick polling.
So, how does that make it faster than Amigas I/O port access like MOVE.W $DFF00A,D0.
I never said it was faster, just superior in every other regard, and definitely SUFFICIENTLY fast.
It has catching up to do until you prove that you have faster joystick interface that people are using out there right now.
Amiga has some catching up to do with Burger King, because they are serving good hamburgers that people are eating right now.
Believe it or not, people still access hardware I/O ports on PCs in kernel drivers. I write some of these so I know.
If you are writing kernel drivers you should know what a devastating effect unrestricted access to hardware registers could have in a complex system like Windows XP. I certainly don't want my Windows install to bluescreen as often and unexpectedly as my Amiga comes to a Guru meditation.
But PC has catching up to do in regards to Amiga's real-time set-up.
Windows XP isn't an optimal system for real-time applications, no, but what on earth made you believe that they were trying to be?
Not ports, USB joysticks that are faster than Amiga's joystick interface.
Well, there are none. Reading ADCs and multiple buttons and passing it serially to the application in a system-friendly way might never be as fast as reading five mechanical switches. Boo-hoo.
Analog sticks suck and 10+ button joysticks suck as well. I rather have a one or two button joystick rather than complicate things for kids playing games with 10+ joysticks. "Sorry you pressed Select instead of A". "Sorry you pressed Start although it's labeled as Select." "Sorry you pressed the right white button instead of left black one." Now take this into context of a fast shoot-em up game.
LOL, you can make up would-be scenarios too, I see, but in real life kids are very fast to learn (often much faster than we are). Well, I guess not liking more than two buttons is a matter of taste, really, but most gamers and kids seem to agree with me.
They can all seem instantaneous, but there's factually some time they take.
If it SEEMS instantaneous (being a HUMAN INTERFACE DEVICE), what the is the point of pushing it further?
Complete bullcrap.
Yeah, that's the next thing for you to show then (after you've shown me a 1 kHz joystick game): An ergonomic four axis analog controller with vibration and 10 buttons. In my opinion we're already in deep water at "ergonomic", because none of the Amiga controllers I've used have been ergonomically sound at all (well, maybe the joyboard

). Closest to beef is using a SEGA Mega Drive controller, I guess.
That's your worst argument so far. Use a piece of hardware. As I stated before, if I use hardware, anything can be done on any computer.
I'm sorry then, but that's the PC philosophy. External processors, controllers and hardware devices are used for everything. In the end it just means a huge amount of available (and compatible at API level) peripherals, expansions and gadgets at competitive prices, and a higher economic pressure for further development.