Mail Archives: djgpp/1997/09/17/03:30:26
>
>Huh? How exactly is:
> mov %ebx, %eax (Or whatever.. the mov may be movl)
>"more powerful" than
> mov eax, ebx
>? It's the same fucking language! You really don't have the faintest idea
>what
>you're on about, do you?
>
>As for the myriad of compiler switches, so what? The compiler, on full
>optimise can't produce code as good as commercial compilers.
You're a stupid little boy aren't you?
I suggest you buy unix and learn something.
>> Pfft. Half of your "extensive" list are all the same game. Who ever
>bought
>> GLquake or winquake anyway? the largest market for quake was the DJGPP >
>version!
>
>You said 'name on decent game'. I named 3 (assuming 'on' meant 'one').
Get a clue you stupid little mutant.
>
>> Like I already said, building code in MSVC is nice because its easy and
>fast.
>> A final release would be done in something like Watcom (or maybe even
>> DJGPP), its all a matter of preference. Some people like slow crap games
>> that dont work (such as yourself), people like me like fast decent games
>that
>> work on 8meg ram and 1meg video card. Most people dislike purchasing
>> 32ram of win95, and another 16ram of the software.
>
>Yup. I only like slow, crap games. That's why I'll be buying Monkey 3, Tomb
>
>Raider 2 and Quake 2. AFAIK, no commercial games are being made with
>DJGPP. A few are using Watcom, but most are using MSVC. That's a fact.
>MSVC, Watcom and Borland's compilers all kick DJGPP's ass in code
>generation. Fact. If you have a problem with this, deal with it!
Your mouth is so dislocated you must fart the tune of dixie.
Please leave my screen now..
>
>BTW - memory is < $5/meg. If you're not pirating all the games and tools,
>then dropping (what?) $70 on 16mb shouldn't be a problem.
ROFL!
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