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Author Topic: C++ on Amiga  (Read 22015 times)

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Offline SamuraiCrow

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Re: C++ on Amiga
« on: August 30, 2009, 06:26:44 PM »
http://aminet.net/mus/play/ptreplay_ahi.lha is what you want for playing ProTracker modules.  (This archive includes MorphOS as well as AmigaOS 3.x library versions.)

-edit-
http://aminet.net/package/mus/play/ptreplay66 is the original hardware-banging version BTW.
« Last Edit: August 30, 2009, 06:30:19 PM by SamuraiCrow »
 

Offline SamuraiCrow

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Re: C++ on Amiga
« Reply #1 on: August 31, 2009, 12:42:40 AM »
@Hayashi

What made you decide to give up E?  It's not as powerful as C++ but it's as efficent as some C compilers and a LOT easier than C++.

@Beast96GT

What do you want to know about Amiga graphics programming?  You can find out a lot by getting the Amiga Developer CD version 2.1 and looking at the graphics libraries section of the RKRMs.
« Last Edit: August 31, 2009, 12:45:58 AM by SamuraiCrow »
 

Offline SamuraiCrow

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Re: C++ on Amiga
« Reply #2 on: August 31, 2009, 03:40:49 PM »
Quote from: Karlos;521568
This may be true for m68k compilers of the vintage in use on the amiga, but it isn't necessarily true of compilers in general. In any event, C and C++ both let you use assembler where you aren't satisfied with the compiler's code generation efforts.

Writing something entirely in assembler is massively wasteful in terms of development time.

You mean non-68k compilers in general.  GCC 4.4.x generates slow code for the 68k and sometimes buggy because 68k today means only embedded controller use and not mainstream computing any more.  It generates much worse code than for a PowerPC or Intel x86.
 

Offline SamuraiCrow

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Re: C++ on Amiga
« Reply #3 on: August 31, 2009, 04:33:48 PM »
A few of the headers may require modification to work under C++ but don't ask me which ones.  They will all work under C though.