To be honest, it never even occurred to us!
I wrote both the ST and the Amiga disk routines, and we even went on to licence them to a few people. The ST used a fairly standard layout, but I did skew the sectors to let us load a whole track in just over one revolution. The Amiga didn't use sectors: we put all the odd bits (with clock bits interleaved) in the first half of the track, and then the even+clock in the rest. We did this because we could then use the blitter to both split and combine the data and to insert/remove the clock bits.The technically awesome thing about Carrier Command was the floppy disc loading routine. I have never seen such a complex game load faster than Carrier Command!
Of course, I then had to visit the disk duplicator to work out how to write the parsing code for their fancy disk making machine!
Yes, way back in my youth. I signed the Carrier Command contract the day before my 24th birthday and I'm now over twice as old!So you are one of the original developers?
Hey, I wonder if there will be another remake when I'm 72!
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So I staged air raids.. with one manta armed with a comms pod, and another fully kitted out with assassins, that usually did the trick! was fun island hopping with them, refuelling then going on to strike the enemy base while my carrier was safely behind a string of friendly islands.