As far as OS goes, ironically MultiTos is POSIX compatible. Had Atari stuck it out, it might have ended up similar to OSX in that you could cross-compile UNIX apps to MultiTos to use with a standard UI (GEM).
As far as OS goes, ironically MultiTos is POSIX compatible. Had Atari stuck it out, it might have ended up similar to OSX in that you could cross-compile UNIX apps to MultiTos to use with a standard UI (GEM).
Re: POSIX, we Atari users were already crosscompiling things to MiNT (that MultiTOS was based on) back then before MultiTOS came out. In 1990/1991 I ran a setup (off floppies!) that had a bash shell, uucp, nn, etc all set up. Friends of mine with larger hard drives and TTs were using GCC and so on. This was all just before Linux came out and before I moved to a 486, which I only did because Linux was an option there.
Eric R Smith was the author of MiNT and was hired by Atari in their latter days to work on TOS and make his work "official." Sort of a last gasp effort after neglecting TOS for years, and the last few OS releases for the Falcon and TT were actually pretty compelling and competitive in some ways with what was on the Mac, etc..
Later, MiNT was all open sourced under GPL as FreeMiNT and it's still very actively developed today. You can set up a whole open source Unix-like environment today on FreeMiNT + EmuTOS complete with bash, login, initd, etc. RPM package management, whole thing.
That's interesting, I was under the impression that Z8000 uptake was hindered due to bugs in it's implementation, do you have any references about this segmented architecture?
But you can read about the Z8000's segmentation on WP: "The Z8000 used a segmented memory map, with a 7-bit "segment number" and a 16-bit offset. Both numbers were represented by pins on the Z8001, meaning that it could directly address a 23-bit memory, or 8 MB.[4] Instructions could only directly access a 16-bit offset." https://en.wikipedia.org/wiki/Zilog_Z8000#Memory_handling
Many 16-bit systems around this time did this kind of thing. Makes it really annoying to do things like draw in a framebuffer bigger than 64k. It does look like at least the PC could hold a whole 23-bit address, so that's good.
The 68000 had a nice flat linear memory model and that made it much easier to write code for.