Ozzuneoj wrote on 2024-12-24, 08:11:
Are there normally any performance or compatibility issues involved in using mounted disc images on such a slow processor? Some images of Lucas Arts games (Sam and Max, The Fate of Atlantis, etc.) are a couple hundred MB, and The Dig is over 500MB.
To the best of my knowledge, there is no macintosh disk-image mounting software for BIN/CUE images with CD Audio tracks (i.e. the kind where you'd need to perform Digital Audio Extraction rather than just sending a "Play" command to the microcontroller in the disc drive and let it do the work) but, in the grand scheme of things, they're much less common for macs than PCs for whatever reason.
(Probably something to do with macs beating PCs to having onboard PCM sound capability by a decade, CD audio being spec'd to allow up to a 2-second seek latency, Apple providing a precursor to DirectMusic as part of the closest thing they had to DirectX prior to GameSprockets (QuickTime) not long after CD-ROMs started to burst onto the scene, it being more difficult to get a comfortable compose-compile-test workflow out of CD audio than out of QuickTime Music on a bedroom coder's budget in the 90s, etc.)
Data-track-only disc images impose no performance penalty because you're just pointing the usual filesystem driver at a different range of bytes and mounting from .iso/.toast is generally faster because hard drives have better throughput and seek time, even without an SSD, than optical drives do.
Ozzuneoj wrote on 2024-12-24, 08:11:
Also... I am obviously a Mac noob, but I just learned that these require ADB peripherals, so I am stuck with the single button mouse (at a quick glance I thought it was a PS/2 port).
From what I remember, Finder didn't even have the Ctrl+Click context menu that could be mapped to a right click by a driver or utility until Mac OS 8. Prior to that, multi-button mice tended to be the domain of user-definable mappings in drivers like Logitech MouseWare and applications that came up with their own ideas for what to use additional buttons for.
Heck, as a kid, the Mac SE I used had a two-button trackball at one point and I never found anything where the second button did something different. (I don't think it had the driver for it installed.)
Ozzuneoj wrote on 2024-12-24, 08:11:
It would have been a stupid idea to give people a single button mouse in the 1970s, but possibly excusable... I mean, 3 button mice had "only" been around since the late 1960s... To continue to saddle people with a single button mouse in the 80s, 90s and even 2000s is so ridiculous that it has forever soured my opinion of Apple. Any company ethos that would justify this is incompatible with how my mind works.
How many fingers do we have? Usually five. How many mouse buttons can we use? Way more than that, as it turns out. Surely two would be a reasonable starting point for anyone trying to keep things simple and intuitive.
In 1984, they were pulling out every trick in the book to make the antithesis of a green-screen terminal as far as friendliness goes. All the silliness that came after was just the results of Apple's visual design team being allowed to veto the engineers. (Yes, that's why iPhone cables don't have proper strain relief on their connectors. I'm assuming it's something Steve Jobs re-instituted when he came back, given that he himself had money wasted on that nonsense.)
Ozzuneoj wrote on 2024-12-24, 08:11:
EDIT: Just thought of another question. It seems that the Mac world is kind of averse to knowing specifications of these computers on a hardware level, so I can't seem to find this information. What does a Mac like this use for music synthesis in games? I assume it is some kind of FM synth? Is it an OPL3 or equivalent? The CPU seems too slow to always be running a GM soft synth, and there is no mention of general midi anywhere as far as I can tell.
For that matter, I can't find anything about what these use for sound at all. What are the bit depth and sample rate limitations of the sound chip, and what is it even called? It's like they didn't want people to compare these capabilities to a PC sound card. Granted, I understand that there were some legal issues between Apple Computer and Apple Corp regarding music, so that must have had some impact on the advertising... but still, it's like no one talks about the sound capabilities of these machines 30 years later either.
Apple always leaned on a "rely on the abstraction in the OS" strategy more than PCs did. That's why, among other things, it was possible to retrofit multitasking with MultiFinder when earlier system software versions were 100% single-tasking, and why it was possible for fans to colorize MacRISK without access to the source code using ResEdit.
This VCFed post lays out the capabilities of the "compact mac" form factor machines that were so iconic and are still relevant because so many developer wound up staying backwards compatible with them for so long:
Macintosh 128K, 512K, 512KE, Plus, SE, Classic, Classic II (Performa 200), Color Classic (Performa 250), Color Classic II (Performa 275): Monaural four-voice sound with 8-bit digital/analog conversion using 22-kHz sampling rate. Later models have a stereo output jack, although the sound capability is still only mono.
Macintosh SE/30: Apple Sound Chip (ASC) including four-voice, wavetable synthesis and stereo sampling generator. The built-in speaker is only mono, but if you connect external speakers you can get stereo sound.
-- vwestlife
That's not entirely accurate. The design of the Mac allowed one sample output per scanline (DMA retrieved a sound sample during the horizontal retrace), so the actual capability of the early Macs was a single voice. The four voices was done in software, so the system took a speed hit if you actually used more than one voice. Some software didn't use the system toolbox and did their own mixing; this is why you can play up to six simultaneous digital notes in Jam Session and Studio Session (they are doing the mixing themselves).
-- Trixter
Anyway, when they switched from using just the original ASC (Apple Sound Chip) to using the ASC and a pair of Sony chips for 8-bit 22kHz stereo, I didn't think video refresh was involved any more. That's why the SE/30 and all other Macs from then on were able to drive multiple displays at different resolutions and refresh rates. This same basic audio setup was used on the Mac II line and all of the rest of the Macs all the way until the Quadra 840AV and 660AV came out in like 1994.
-- Arcady
(vwestlife cites this bigmessowires post for details on the relationship between video refresh and audio playback.)
...but yeah, developers generally just used QuickTime Music Architecture for synthesis once it came out (think of it as what DirectX's DirectMusic was taking inspiration from), focused on "Is the hardware fast enough?" rather than "Is the hardware capable?", trusted that a Windows XP-esque soft synth fallback would always be present, and left it to the OS know whether there was hardware assist for doing wavetable synth.
Likewise, you'd be surprised how many games designed for colour are playable, if unpleasant, on black-and-white macs with QuickDraw's built-in support for dithering as long as the game doesn't explicitly check for it and refuse to run. (Which, funny enough, is the same reason some games require you to change the resolution or colour depth down. They were designed when higher resolutions or greater colour depths being sufficiently performant in a consumer machine was unthinkable, so the developers manually added a check to reduce tech support calls. The more courteous ones just display an "I've never heard of a 933MHz PowerPC G4, but I've gotta warn you that it'll be slower if you don't switch to [some lower color depth] mode first" dialog every time you start them.)