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- From: HAWK@blanker.ruhr.de (Peter Elzner)
- Date: Thu, 25 Jan 96 21:30:47 +0100
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- Organization: neXus
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- Subject: Re: Demo/game to OS frien
- Newsgroups: comp.sys.amiga.programmer
- Path: blanker.ruhr.de!BLANK1
- References: <4dtbl0$84n@sinsen.sn.no> <4dvtp3$l1m@news.uit.no> <38232134@kone.fipnet.fi>
-
- jsaarinen@kone.fipnet.fi (Jyrki Saarinen) wrote:
-
- > > Yeah, right. Super Stardust maybe, but adventure games, tetris etc???
- >
- > Actually Super Stardust could propably be made working in a OS
- > screen .. but I dont know what CyberGraphX would think
- > of it since bitplanes would have to be accessed directly
- > anyway.
- >
- > SSD animates quite a many bobs/sprites at a nice frame rate,
- > I dont think the OS sprite/bob system is that fast.
- > -->áQBlit() would be the solution -->áthe game would rely
- > on planar bitmaps -->áit would not work on graphics
- > cards or future Amigas without planar bitmaps anyway.
-
- You don't have to use the OS-bob-routines.
-
- You can blit directly to the bitmaps using graphics' BlitBitMap. With this
- routine you can built your own bob-function optimized to your demands.
-
- BlitBitMap() is patched by CyberGfx to work with CyberGfx' chunky-display
- (maybe using the built-in c2p hardware to convert planar gfx) and will even
- use the built-in 64bit Blitter if possible.
-
- Peter Elzner [Hawk@blanker.ruhr.de]
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