"On the edge of sleep, I awoke to a sun so bright
Rested and fearless, cheered by your nearness
I knew which direction was right
The case had been tried by the jury inside
The choice between darkness and light..."
Rush, "Double Agent", on "Counterparts"
JEFF MINTER ABOUT THE FALCON
by Jeff Minter
Already quite a while ago I received a disk from Jeff Minter. I
think it was something like early last year, even before ST NEWS
Volume 8 Issue 1 was released. Unfortunately it was a HD disk
that I couldn't read due to my not yet owning a Falcon. As I own
one know I could finally read the disk. Suffice to say it was
very interesting, and that it contained the below text written
late winter 1992/1993.
You asked for comments about the Falcon. I've had one for
almost a year now, and all I use these days is the Falcon and the
TT - I don't use the ST at all. Falcon is an excellent machine;
since I got a version 4, it has been a stable and reliable work
system. I'm not running MultiTOS yet so I can't comment on that.
Llamazap was entirely written on Devpac running on the Falcon
itself and everything works fine except the debugger; I ought to
upgrade to version 3 because that works OK with the 030. I use a
VGA monitor with my system and on that the 640x480 display is
lovely. If I had to bitch about some stuff, it would be: it
would be nice to have more than 1M on the base machine, because
by the time you have some nice big 256-colour screen buffers in
your game you've eaten a lot of that 1M; but Atari say that there
is no 2M option on Falcon, you have to go to 4M, and a 4M Falcon
as entry level would be too expensive. The thing that pisses me
off the most is that the 8bpp display mode is ****ing well
interleaved like on an ST, this is to retain compatibility with
the blitter, which is basically just an STE blitter clocked at
16MHz. Since the blitter only works on one plane at a time, to
move a 256-colour object requires no less than 16 passes with the
blitter. They should have junked the STE blitter, made the 8bpp
mode byte mapped and put in a blitter like the one in Jaguar.
Even so, the speed of 256-colour video isn't too bad when
compared to PC VGA displays. Also, the blitter is a bus-hog in
its most useful mode, and it knackers up the timing of raster
interrupts something chronic.
None of these slight problems really detract that much from the
Falcon, in my opinion. Games are still a lot prettier and move
faster than their ST equivalents; thank God we've got overscan at
last, the new keypads make great game controllers (it's nice to
finally have more than one firebutton), we have real 16-bit true
colour graphics (unlike the A1200 which only has some 8-bit
version of HAM, the video mode with loads of colours but about as
much use as a chocolate teapot if you actually want to move
anything).
Of course there is a big advantage too: when you come to program
the Falcon it feels just like home; it's just like an ST with
much better video and sound.
The thing which makes Falcon way ahead of the 1200 is, of
course, the DSP. I reckon that Atari putting that DSP in there
will ensure that Falcon will be attractive to the music
community, who already have been using STs for years just because
of a couple of MIDI sockets. A lot of people think that the DSP
is just some kind of sound chip, but they're missing the point:
The DSP is any kind of sound chip you want. You can write a
'sound chip', load it into the DSP and then the 68K can use it as
if it was hardware. You can implement sample playback, FM
synthesis, Waveguide, whatever. Consider the example of the
music in Llamazap. The musician habitually used an Amiga for
development, so the DSP programmers wrote an emulation of an
extended Amiga sound chip with seven stereo voices; the sequencer
running on the 68K side sees that as a bigger version of the
Amiga hardware sound chip. The musician composed the tunes in
two halves on his Amiga and they just port straight over to the
Falcon. One of the DSP coders said that he'd given the Falcon the
sound chip that the 1200 should have had (bad mistake for
Commodore, leaving the 1200 with the same sound chip from seven
years ago).
Of course you don't only have to do sound with the DSP. It is a
fast self-contained CPU with its own 96K of RAM and a versatile
instruction set, so you can make it into whatever you like.
Expect to see the DSP used as a math coprocessor, a realtime
compression/decompression engine for audio and video, as a
digital FX unit, as the basis of a very powerful but very cheap
modem add-on, whatever. Coprocessors are great.
The main problems for Falcon at the moment are a certain lack of
credibility (the ST dying by the minute and the Falcon taking
forever to finally become available), and the fact that even if
you've got one there isn't any software available. There are a
lot of people working on stuff now who should be almost finished,
and I for sure am looking forward to being able to run something
other than Llamazap on my Falcon. There are quite a few games
being written, Hisoft have an art package out, and once the
music guys come out with synthesiser modules, digital FX programs
and direct-to-hard-disk digital recording, I think the Falcon
will start to take off. Atari have a couple of interesting
developments in store too which should help make the machine even
more popular. I think that to maintain the image of a multi-
media machine they have to get it running with some kind of
standard CD-ROM, but the Falcon has SCSI-II, so I guess that
should be possible. Falcon isn't perfect, but it is an extremely
good machine with the potential to deliver a lot of computing
power combined with excellent graphics and unrivalled audio.
Falcon is a little expensive right now, but the price will fall
in due course, and even at the current price no other system is
anywhere near as powerful (check out the price of an add-in
DSP56001 card for a PC, it's more than a whole Falcon!). It's a
little lower to get started on the market than the 1200, but it
represents a real step forward to the next stage of Atari
computers as opposed to the 1200, which is really just an old
Amiga with a couple of extra bits bolted on (like the ST/STE
progression). For this reason I think that once applications
begin to appear which really start to use all Falcon's resources,
people will finally start to realise just how impressive the
machine really is, and all those Amiga 1200 owners are going to
be well pissed off! I guess Amiga has better facilities for
console-style arcade games, but anyone who loves that kind of
game so much will just go out and buy a SNES, which does that
stuff far better than an Amiga. More advanced games, with 3D
graphics and complex scenarios, will be much better on Falcon.
(By the way I would not recommend buying a SNES or a Megadrive
right now, wait until the end of the year when something much
better will be available)...
I haven't had a lot of a chance to do much else like write
newsletters or anything recently, because Atari have been keeping
me pretty busy. This game has been quite a lot of work, I often
wished I had specified 15 instead of 25 levels, but now it's done
I'm pleased with it. I had a few weeks' break from the Falcon at
the start of the year; Atari asked me to go and work in Sunnyvale
for five weeks to get to know the Jaguar and write some of the
demos of what it does for the CES. I had a great time, and now
I've finished the Falcon game I'm straight into a project on
Jaguar. I've already started some work on my vector routines....
I can't really say a lot about Jaguar at the moment, as I'm up
to the eyeballs in the usual NDAs; all I'll say for the moment is
that you were moderately close with the piece about Jaguar in the
ST News, but there's more to it than that; and that Jaguar is
just the most insanely powerful object I have ever laid assembler
on.
Seeya..
-- Jeff
Disclaimer
The text of the articles is identical to the originals like they appeared
in old ST NEWS issues. Please take into consideration that the author(s)
was (were) a lot younger and less responsible back then. So bad jokes,
bad English, youthful arrogance, insults, bravura, over-crediting and
tastelessness should be taken with at least a grain of salt. Any contact
and/or payment information, as well as deadlines/release dates of any
kind should be regarded as outdated. Due to the fact that these pages are
not actually contained in an Atari executable here, references to scroll
texts, featured demo screens and hidden articles may also be irrelevant.