I did not say they used a VBI interrupt to read the joystick port. I said they polled it once per main loop. And I also stated that this main loop will run once per frame.
...
Once per frame boils down to VBI or some IRQ that's 1/60 second.
>Anyway, C64 games do it exactly as I describe and no one ever commented about C64 games being less accurate to control than Atari 8 bit ones. Ever. On top of that I seriously doubt that 8 bit Atari games have a main loop that runs faster than once a frame.
Believe me, all sample codes you find in books in BASIC and w/inline ASM don't wait for any 1/60 second IRQ/VBI to read joysticks.
>Furthermore.... Amiga basic programs!?
>Sigh. Amiga basic is dead slow. You are not seriously telling me you think these games update their main loop more than once per frame?
Sure, especially if code is small and running on 68020 or better.
>This is not relevant, because the games don't actually do it. And no one seems to notice.
You can just base it on someone's experience of noticing it that's why the examples of 22Khz/11Khz and MP3 were relevant.
>8 Bit CPU's did not have the time available. They ran their game loops once a frame.
You can't generalize on that since there's code that does read joysticks and there's no frame interrupts involved.
>Humans cannot react much faster than 200 or so ms. This means any input polling above twice that rate (100 ms) is not needed because this will
perfectly reproduce the original input (per
http://en.wikipedia.org/wiki/Sampling_theorem)...
As stated before, one human reaction does not translate to one joystick state.
>And how many 8 bit machines had enough CPU power and memory to both read at that rate and actually do something with the results?
Two scanlines is 228 CPU cycles on Atari; they have entire DLIs running per scanline so you can do something with it.
>What really happened is that they read the results at a set frequency and interpolate the result based on the prior reading. Now, I did not do much with paddles and the like, but I'm willing to bet I already know at what frequency games such as breakout/arkanoid are sampling the analog input.
I never said you have to sample at higher rates, but that it's more accurate. You have to apply Nyquist rate to the highest frequency component present in the signal if you want to PERFECTLY reproduce the signal and don't know the phase shift (which is true in this case).