HDTenEightyP/NetNews huggingface dataset:
From: mlelstv@specklec.mpifr-bonn.mpg.de (Michael van Elst)
Subject: Re: Resolution and Colors Was: <None>
Organization: Max-Planck-Institut f"ur Radioastronomie
Date: Wed, 30 Sep 1992 13:02:05 GMT

In <1992Sep26.092451.4361@desire.wright.edu> fheitkamp@desire.wright.edu writes:

>	On a simple static scene, like a ray trace, you could calculate
>	the image off line, load the colormap with the colors and display
>	the image.  Is that how raytracers work?  I have rayshade but 
>	haven't played with it.

No, the raytracer itself generates true color images (i.e. usually
24 bit). In a postprocessing step this image is then converted for
a specific display/palette.

>	One hard part seems to be if you end up with more colors than you
>	can handle, how do you choose the best colors and how to you
>	remap the exact colors into the new colors.  If this is an elementary
>	computer graphics question, I'd like to know the answer.

This is an elementary computer graphics question and there is yet no
optimal solution to it. There are some good approximations though.
The most popular algorithm is probably Heckbert's Median Cut.

>	BTW, There has probably been studies on the colors content of 
>	'ordinary' pictures.  How many colors are typically present in an
>	average picture/raytrace/portrait?  It is nice to say the Amiga
>	doen't have enough colors or resolution but how much is really
>	enough?  An example with the resolution question would be that
>	the human eye can only discern 2 cycles/milliradian.  You could
>	calculate the dpi required for a given viewing distance from the 
>	monitor.  Assuming you don't scrunch up to the screen to see the
>	icon or whatever, you don't really need any better resolution
>	than that.

The number of colors usually depends on the number of pixels and the
'resolution' for each color component. Typical 512x512 24bit images
have about 10,000 to 200,000 colors. BTW, 24bit for a pixel isn't
really enough if you use linear intensities. On a linear scale you
would need about 13 bit per prime color (39 bit total) to produce
all colors that the human eye can distinguish (and end with about
90% of all color looking the same...).

As to spatial resolution, the eye has a resolution of about one arc
minute. This translates to roughly 2000x2000 pixels on a 14" screen.

Regards,
-- 
Michael van Elst
UUCP:     universe!local-cluster!milky-way!sol!earth!uunet!unido!mpirbn!p554mve
Internet: p554mve@mpirbn.mpifr-bonn.mpg.de
                                "A potential Snark may lurk in every tree."
Newsgroups: comp.sys.amiga.advocacy
From: mlelstv@specklec.mpifr-bonn.mpg.de (Michael van Elst)
Subject: Re: Atari BLiTTER
Organization: Max-Planck-Institut f"ur Radioastronomie
Date: Thu, 1 Oct 1992 15:59:45 GMT

In <1992Oct1.114154.7506@klaava.Helsinki.FI> lindblad@klaava.Helsinki.FI (Jarkko Lindblad) writes:
>And just how usefull is this 16*16 halftone system on large areas? In
>what way it operates on, say 200*200 area?

It can be utilized for pattern filling which comes handy for dithered
backgrounds on a monochrome display.

Regards,
-- 
Michael van Elst
UUCP:     universe!local-cluster!milky-way!sol!earth!uunet!unido!mpirbn!p554mve
Internet: p554mve@mpirbn.mpifr-bonn.mpg.de
                                "A potential Snark may lurk in every tree."
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: comp.sys.amiga.advocacy
Subject: Re: A4000
Date: 26 Sep 92 15:54:29 GMT
Article-I.D.: nntp.1992Sep26.155429.17665
Organization: University of Oregon Campus Information Exchange

In article <1992Sep24.034210.17988@tronsbox.xei.com> bleys@tronsbox.xei.com (Bill Cavanaugh) writes:
>
>To write
>games that use all 256 colors but are still useable on 32 color
>machines.

   I could see arcade games doing this, but not adventures - that would require
two sets of art (one 32 color set, another a 256 color set). I suppose one could
use palette tricks on 256-color art to display it on a 32-color screen, but it
probably wouldn't look to good (unless the 256-color screens were designed with
such tricks in mind).   
   Example: read in a custom palette file (256 color) and force certain colors
to fit into the 32-color palette. There would be a lot of colors going to waste,
though. (I also don't see publishers doubling the size of their games to provide
two sets of artwork - that would cost too much.)
   IMHO, with regard to adventures, you'll see EHB adventures for some time yet,
and when the AGA base grows large enough to support, then you'll see 256-color
adventures on the Amiga.

-- 
----------------------------------------------------------------------------
Gregg Giles (Dynamix, Inc.)                 BIX: ggiles 
All opinions expressed are my own.          Internet: ggiles@cie.uoregon.edu
----------------------------------------------------------------------------
From: daveh@cbmvax.commodore.com (Dave Haynie)
Newsgroups: comp.sys.amiga.advocacy
Subject: Re: Dave _IS_ God.  (was Re: Here's one for ya...)
Date: 5 Oct 92 22:45:06 GMT
Reply-To: daveh@cbmvax.commodore.com (Dave Haynie)
Organization: Commodore, West Chester, PA

In article <1a6dbhINNmnk@uwm.edu> gblock@csd4.csd.uwm.edu (Gregory R Block) writes:
>mykes@amiga0.SF-Bay.ORG (Mike Schwartz) writes:
>: NO, I AM DAVE'S FIRST GROUPIE!

>: "CBM Sucks, DaveH is GOD."  That's MY line.
 Hmmm....      ^     ^  ^

>Boy, Dave, your groupies are just crawling out of the woodwork.  :)

Or from under rocks.  Something tells me they aren't anything like the 
groupies who follow Axl Rose around...

>Then you toss Display PostScript on top of it, ...
 Hmmm....      ^^^^^^^^^^^^^^^^^^

Alright, already, enough with the hints, subliminal or otherwise.  Lew already
said RTG goes into 4.0!  And I have nothing to do with system software!
-- 
Dave Haynie Commodore-Amiga (Cool Advanced High-End Systems You Can't See Yet)
 "The Crew That Never Rests"  {uunet|pyramid|rutgers}!cbmvax!daveh   BIX: hazy
              "I got a pocket full of kryptonite" -Spin Doctors
Newsgroups: comp.sys.amiga.advocacy
From: danaf@bray1a.its.rpi.edu (Frank R. Dana Jr.)
Subject: Re: Gee, thanks Commodore. :-I
Reply-To: danaf@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Sun, 4 Oct 1992 06:40:08 GMT

In article <JHI.92Oct2091433@lk-hp-10.hut.fi>, jhi@lk-hp-10.hut.fi (Jarkko Hietaniemi) writes:
|> 
|> jhi@lk-hp-10.hut.fi (Jarkko Hietaniemi):
|> 
|> jhi> Wide? Where?  If I ever see some software for Amiga (note that I do
|> jhi> not count games as software), they cost up from $80 to $300 a piece.
|> jhi> In a way I am glad it is not wider: I would be penniless after buying
|> jhi> all those.
|> 
|> Me followuping myself: actually I must have been thinking in GBP, not USD.
|> *The games* cost $80 - $100.  The real software costs from $100 up.
|> For example Maple V costs $600.  (I checked the facts this morning).
|> Make my day: how much does Maple V cost in the States?

Lists for $500 US. So there.


(Could be worse - PC, $700 US. Mac- who knows, but Sculpt 4D Mac listed for
FRIGGIN' FOURTEEN HUNDRED DOLLARS!!!! - it was $395 on the Amiga!)

|> ++jhi;

-- 
/////////////////////////[[[[[[[[[[]]]]]]]]]]\\\\\\\\\\\\\\\\\\\\\\\\\
(718)             (212)                        (516)             (518)
=======Amiuser============Frank R. Dana, Jr.============Doc Ami=======     
--------My opinions rarely reflect those of any sane person,----------
	   living, dead, or undead... that's gonna CHANGE.
Newsgroups: comp.sys.amiga.advocacy
From: drollin@seq.uncwil.edu (David A. Rollins)
Subject: Re: Reply to Amiga Hate
Organization: Univ. of North Carolina @ Wilmington
Date: Sun, 4 Oct 1992 19:04:41 GMT


Nice follow-up. Based on what I read, the writer would have
been unhappy with anything he had purchased.

One Word Processing program does not define the viability of a 
computer system.

I use Amiga, Macintosh, and IBM computers on a daily basis. Each
has its credits and faults. 

When I go home, however, I use an Amiga. As long as Commodore makes
Amigas, I will use them at home. I think they are wonderful devices.


-- 
David Rollins                 |  I OWN A COMMODORE/AMIGA 2000.  
Email: drollin@seq.uncwil.edu |  I'M GOOD ENOUGH. I'M SMART ENOUGH,
Voice: 919-763-4115           |  AND DOGGONE IT, PEOPLE LIKE ME!
Newsgroups: comp.sys.amiga.advocacy
From: storm@cs.mcgill.ca (Marc WANDSCHNEIDER)
Subject: Re: READ THIS AMIGANS, FALCON 030 SPECS
Organization: McGill University, Montreal, Canada
Date: Sat, 26 Sep 1992 15:04:55 GMT

In article <1704@lysator.liu.se> boberg@lysator.liu.se (Stefan Boberg) writes:
>
>>About TEN TIMES FASTER. (IDE: max. 1 MB per second transfer-ratio. SCSI II
>>max. 10 MB per second. 
>
>  OK, IDE has a maximum speed of 1MB/s... How come Mike Sinz posted a 
>DiskSpeed test a week or so ago that said 1.3M/s ??
>
>  And that 10M figure is pure nonsense. No reasonably priced drive
>will ever get up to those speeds.

	This is true.  My IDE drive gets about 1.2 - 1.3MB/s.  As far as I'm
aware, SCSI has a Max Transfer rate of about 5MB/s and SCSI-II THEORETICALLY
DOES have a 10MB/s transfer rate.  IDE however, is also supposedly theoret-
ically 4MB/s.

	I doubt that any  of the obscenely expensive SMD drives we have in
the machine room at school get over 5MB/s, and they're at leasttwice the price
of any PC drive of their size...

-- 
  storm@cs.mcgill.ca           McGill University         C program run.  Run  
  Marc Wandschneider           Montreal, CANADA          Program run! PLEASE!
    Frank Sinatra is allowed to make rude comments about anyone he wishes.
        S. O'Connor is not. This is the law. Learn it.   - Net Poster
Newsgroups: comp.sys.amiga.advocacy
From: barrett@iastate.edu (Marc N Barrett)
Subject: Re: Emplant? Denise? Agnus? Lisa? Who ARE all these people? : -)
Organization: Iowa State University, Ames, IA
Date: Sun, 27 Sep 1992 20:37:09 GMT

In article <1992Sep27.003043.11030@cs.mcgill.ca> jerry@cs.mcgill.ca (Gerald (Jerry) KUCH) writes:
>In article <1992Sep26.145444.18906@news.iastate.edu> barrett@iastate.edu (Marc N Barrett) writes:
>>   They are not coprocessors in the real sense, but custom chips.  One of them,
>             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>
>Errr...
>
>What is this supposed to mean?

   Exactly what I said.  My definition of a 'coprocessor' is a chip that has
its own instruction set.  Only a tiny portion of one of the Amiga's three
main custom chips has any instructions, and it is a limited instruction set 
at that.  I think the copper is located in the Agnus/Alice chip; if so, then
the Denise/Lisa and Paula chips are NOT coprocessors.

> Jerry Kuch (jerry@cs.mcgill.ca) ----- McGill School of Computer Science
> "I was wrong to play God.  Life is precious, not a thing to be toyed with.
>  Now take out that brain and flush it down the toilet."
>                  --- M. Burns  "Treehouse of Horror II"

---
| Marc Barrett -MB-  |  email: barrett@iastate.edu
-----------------------------------------------------
COLLEGE FOOTBALL COACH WANTED.  Absolutely *NO* qualifications required
(we'll take *ANYBODY*).  Contact the ISU athletic office for details.
Newsgroups: comp.sys.amiga.advocacy
From: danaf@bray1a.its.rpi.edu (Frank R. Dana Jr.)
Subject: Re: Amiga 4000: My Two Cents Worth
Reply-To: danaf@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Mon, 5 Oct 1992 03:58:50 GMT

In article <1992Oct4.211654.6767@klaava.Helsinki.FI>, lindblad@klaava.Helsinki.FI (Jarkko Lindblad) writes:
|> danaf@bray1b.its.rpi.edu (Frank R. Dana Jr.) writes:
|> : In article <1amut0INN8cd@uwm.edu>, bloc1469@ee.ee.uwm.edu (Gregory R. Block) writes:
|> 
|> : |> Eight planes instead of 6/4/2(ecs), out of 25 bits of color data rather than
|> : |> 13.  I'd say it's a BIG improvement.
|> : 
|> : Weeeeeellll... maybe. I've always been a fan of the "get-the-rez-you-can-dither
|> : -the-colors" mentality. I still render in 16-color HiRes rather than HAM Med-
|> : Res.
|> 
|> Why not in superhires interlaced HAM8?

Because Imagine won't have enough chip RAM to open the THREE SCREENS it uses
to save the "work-in-progress" animation frames, PLUS its own screen, PLUS
my workbench, PLUS the other work I'm doing while I wait for this (hours-per-
frame-long) render!

(So there!)   8P

|> --
|> Jarkko Lindblad
|> lindblad@cc.helsinki.fi

-- 
/////////////////////////[[[[[[[[[[]]]]]]]]]]\\\\\\\\\\\\\\\\\\\\\\\\\
(718)             (212)                        (516)             (518)
=======Amiuser============Frank R. Dana, Jr.============Doc Ami=======     
--------My opinions rarely reflect those of any sane person,----------
	   living, dead, or undead... that's gonna CHANGE.
Newsgroups: comp.sys.amiga.advocacy
From: stud11@cc4.kuleuven.ac.be (Lode Vande Sande)
Distribution: world
Date: Friday, 2 Oct 1992 10:37:18 +01
Organization: K.U.Leuven - Academic Computing Center
Subject: Re: AGA hidden registers - C= is giving me an attitude

andrey@cco.caltech.edu (Andre T. Yew) in article 8632 of
comp.sys.amiga.advocacy (Re: AGA hidden registers - C= is giving me
an attitude) writes :
>       I hate to break it to both of you, but the Amiga isn't
> a giant Commodore 64.  And for people who still doubt that
> this will restrict graphics applications because of performance
> loss, I have three letters for you:  SGI.

        Well, beleive it or not, but for a lot of people the Amiga is
just that : a giant C=64 with a lot more power !  C=64 people used
their computer to play games *AND* to program it, using a lot of 6502
assembler.  When the C=64 got a bit to old, they upgraded to an ST,
an Amiga or an MS-DOS machine (stupid move !).  Ok, the Amiga is also
a very nice computer for professional use, but I think most people out
here use it for 'FUN' !  This includes programming public domain or
shareware stuff, etc.  'FUN' isn't always playing games !  If C= doesn't
release the register specs on A(G)A, hackers will simply try to figure
it out by themselves ... This will eventually cause demos to crash even
more than they do now on a turbo-charged Amiga !  Why can't DIG and
hardware banging co-exist ?  If you don't want the hardware banging,
then don't run any demos or games !  Personnally, I still like to
play a game so now and then, so I won't be selling my A500 when I get
an A4000 !


                                                Just my opinions,

                                                Kurt Haenen

+----------------+-------------------+------------------------------------+
|/////\\_____\\\\|                   |                                    |
|//// /_____ \\\\|  Kurt Haenen      |  Tjee, with this new cruncher,     |
|/// /\____//\\\\|  Homsemstraat 53  |  I can put two times as many disks |
|\\\/\ \   / / \\|  3891 Borlo       |  in one box than I used to ...     |
|\\\/\\ \ / /\/\\|___________________|____________________________________|
|\\\/\\\/_\/\/ //|                                       |                |
| Kurt \/_\ / ///|  EMAIL : STUD11 @ CC4.KULEUVEN.AC.BE  | 2B || !2B T^ = |
| Haenen  \\\/// |                                       | THE QUESTION ! |
+----------------+---------------------------------------+----------------+

Newsgroups: comp.sys.amiga.advocacy
From: "robert buonincontro" <robert.buonincontro@canrem.com>
Subject: it's so obvious...
Reply-To: "robert buonincontro" <robert.buonincontro@canrem.com>
Organization: Canada Remote Systems
Distribution: comp
Date: 13 Sep 92 14:58:55 EST


DT> Sure, I believe this crap. Are you saying that huge companies are
DT>borrowing ideas from such an unpopular computer as the Amiga? Next your going
DT>to tell me that OS/2's Workplace is a rip off of the Workbench.

 As far as I know both Microsoft and IBM have a few Amiga 3000 computers. Like
any good company you want to see what's out there. Besides you got to admit that
a lot of the new  features in Windows and OS/2 remind you of Workbench 2.0. This
doesn't mean they copied it. But there are a lot of simularities!

          robert.buonincontro&canrem.com
---
  DeLuxe 1.12 #8947  AMIGA : The Power To Be Creative!
--
Canada Remote Systems  - Toronto, Ontario, Canadas
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: comp.sys.amiga.advocacy
From: gerrymon@eng.umd.edu (Gerry Mon)
Subject: Re: A4000 at WOC
Date: Tue, 29 Sep 92 14:22:43 GMT
Organization: College of Engineering, University of Maryland, College Park

In article <1a0d7cINNal@uwm.edu> gblock@csd4.csd.uwm.edu (Gregory R
Block) writes:

[stuff deleted because I've answered them in another message]

>gerrymon@eng.umd.edu (Gerry Mon) writes:
>: As with the Amiga blitter, the source and destination are DMA
>: channels.
>
>Unfortunately, no.  From what I know, it takes direct control, it's
>not fed by DMA.  Which wouldn't help anyways, since everything is on
>one bus ANYWAYS.

I disagree.  The Atari BLiTTER is most definitely DMA.  A DMA device
basically transfers memory from one location to another without the
intervention of the CPU and the BLiTTER does exactly this.

Most DMA devices share some common characteristics.  They have a
source address register, a destination address register and a word
count register (which contains the number of words you want to
transfer).

What basically happens is:
1) You set up these registers 
2) Tell the DMA device to start the transfer 
3) When the DMA device is done, it will send an interrupt to the
   CPU to tell that it is finished.

This is exactly how the BLiTTER operates.  One can view the BLiTTER as
a specialized DMA device.  Specialized in the sense that it can also
perform logic operations between the source and destination.

[more stuff deleted because I've answered them in another message]

>: In my opinion, the Atari BLiTTER has been unfairly critisized in the
>: past.  It's actually very nice.  While the Amiga blitter is
>: technically better, this doesn't make the Atari BLiTTER a piece of
>: junk like some have been implying.
>
>I definitely haven't been trying to imply that.  But it's obvious
>which is more advanced.  The biggest crippler for the Atari blitter
>isn't the blitter itself, its the memory system design.
>
>Greg

--Gerry
From: gblock@csd4.csd.uwm.edu (Gregory R Block)
Newsgroups: comp.sys.amiga.advocacy
Subject: Re: Emplant? Denise? Agnus? Lisa? Who ARE all these people? : -)
Date: 28 Sep 1992 08:13:30 GMT
Organization: University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4

barrett@iastate.edu (Marc N Barrett) writes:
:    Exactly what I said.  My definition of a 'coprocessor' is a chip that has
: its own instruction set.  Only a tiny portion of one of the Amiga's three
: main custom chips has any instructions, and it is a limited instruction set 
: at that.  I think the copper is located in the Agnus/Alice chip; if so, then
: the Denise/Lisa and Paula chips are NOT coprocessors.

Marc, shame on you.

You know as well as anyone that the custom chips act as one single
coprocessor, as was their intent in the original design.  Do remember
that they're just split up into multiple chips, but there really is
only one coprocessor.

Greg

--
(: (: (: (: Have you overdosed on smileys today?  Why NOT!?! :) :) :) :)
(: 	"Yeah, if improving the system is screwing the user base,     :)
(:	 you all need to be screwed more often." -Dave Haynie	      :)
(: (: (: (: (: (: (: (: (: (: (: (: (:) :) :) :) :) :) :) :) :) :) :) :)
From: grr@cbmvax.commodore.com (George Robbins)
Newsgroups: comp.sys.amiga.advocacy
Subject: Re: COMMODORE - HERE'S A CLUE
Date: 2 Oct 92 04:13:15 GMT
Reply-To: grr@cbmvax.commodore.com (George Robbins)
Organization: Commodore, West Chester, PA

In article <1992Sep28.065533.4366@desire.wright.edu> fheitkamp@desire.wright.edu writes:
> In article <35393@cbmvax.commodore.com>, grr@cbmvax.commodore.com (George Robbins) writes:
> > In article <1992Sep24.231339.8882@clipper.ingr.com> kontos@clipper.ingr.com (Thorne Kontos) writes:
> >> HEY COMMODORE, PAY ATTENTION ...
> > 
> > Haven't we been fairly consistant about offering various upgrade paths
> > in the past?  Typically these have been in the form of incentive
> > discounts, but they seem fairly popular at the time, eh?
> > 
> 	Mr. Robins,
> 
> 	What will be the upgrade incentive path(s) to move to an A4000?
> 	My dealer does not seem to know of any yet, and I'm fixing to
> 	get an A4000 and want to get the best deal possible.

In case this wasn't clear, I am not saying that there is/will be an A4000
power-up/upgrade plan, just saying that Commodore has done this sort of
thing in the past.

If there is, the Sales and Marketing folks will announce it and communicate
the details to the dealers.  No mere engineering peon (aka me) is permitted
to say anything, even assuming I were to know ahead of time.

> > Also please note that we have put substantial effort into maintaining
> > a degree of upward compatibility in the expansion slots, video slots
> 
> 	Will an A2091 with 5.92 roms work in the A4000?

Not sure about that ROM rev - you might have to get it upgraded.  Note that
while the A2091 will work, it's not a very competitive SCSI controller these
days.  You might want to check out third party offerings or wait to see
what develops in the way of Zorro-III SCSI cards.

Newsgroups: comp.sys.amiga.advocacy
From: gblock@csd4.csd.uwm.edu (Gregory R Block)
Newsgroups: comp.sys.amiga.advocacy
Subject: Re: Atari BLiTTER
Date: 30 Sep 1992 00:26:12 GMT
Organization: University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4

gerrymon@eng.umd.edu (Gerry Mon) writes:
: Why is this so bad?  Don't most microprocessors have an instruction
: format like this too?  For example, a lot of microprocessors have an
: ADD R1,R2 instruction where you add two numbers in R1 and R2 and place
: the result back in R1.
: 
: If you think about it, a typical use for a blitter is to blit a bitmap
: from memory (the source) to the screen (the destination) thereby
: changing the destination.  The Atari BLiTTER seems perfectly fine for
: this.

For that, and that only.  What if you've got a bitmap, a mask, and
your screen?  Either the bitmap or the mask will be trashed.  Or
you'll store one on the screen, and that's just plain ugly.  There are
so many places where having three real sources, or even two real
sources and a real destination, is useful.

: For example, since the Atari BLiTTER is complete, it can emulate all
: 256 logic operations of the Amiga blitter by basically doing two
: blits.  The Atari will be just a little slower at doing it.  Also, it

(a LOT slower...)

: should be pointed out that a lot of those 256 operations aren't very
: useful.  As an example, one of the logic operations is a do-nothing.
: It just leaves the destination the same as it was before.

But when you're using multiple sources, most of them are GOING to be
non-nop's.

: By the way, I just want to elaborate a little on the Atari BLiTTER's
: logic operations.  As I mentioned earlier, it can perform more logic
: operations if you include the 16x16 halftone ram as one of its
: sources.  Specifically, the BLiTTER can perform 4 logic operations
: between the source1 and 16x16 halftone ram before performing the 16
: logic operations between the source1 and the source2/destination.
: This give a total of 64 logic operations.

And that COULD be useful as a mask, but that limits the size of your
objects to be masked, a rather small #.

: No, the BLiTTER really does have separate modulos for the source and
: destination.  To be specific, it has 4 registers labeled Src_Xinc,
: Src_Yinc, Dst_Xinc and Dst_Yinc.  These are the modulo registers for
: the source and destination.

He was referring to separate modulos for the second source and the
destination, which would basically give you two whole sources.

: To be honest, I'm not sure.  In the very early days I heard a rumor
: that it might not be a barrel shifter.  I hope this rumor is wrong.

So would I.  Anyone who knows for sure?  If so, it's another
architectural blunder...  Where usefulness outweighs design costs.

Greg

--
(: (: (: (: Have you overdosed on smileys today?  Why NOT!?! :) :) :) :)
(: 	"Yeah, if improving the system is screwing the user base,     :)
(:	 you all need to be screwed more often." -Dave Haynie	      :)
(: (: (: (: (: (: (: (: (: (: (: (: (:) :) :) :) :) :) :) :) :) :) :) :)
Newsgroups: comp.sys.amiga.advocacy