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- Path: aargh.incubus.sub.org!marc
- From: marc@aargh.incubus.sub.org (Marc 'Nepomuk' Heuler)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS friendly part II
- Message-ID: <-yTTx*0ha@aargh.incubus.sub.org>
- Date: Thu, 04 Jan 1996 11:19:27 CET
- Reply-To: marc@aargh.incubus.sub.org
- References: <38231819@kone.fipnet.fi>
- Organization: Data Design
- X-Newsreader: Arn V1.03a
-
- In article <38231819@kone.fipnet.fi>, "Jyrki Saarinen" writes:
-
- > 1) Let us assume I am doing a demo or a game. In a demo,
- > I am displaying a 320x128 screen for a effect, then
- > I want to show a picture with a 640x256 resolution?
- > I dont want to close the 320x128 screen and open a 640x256 one.
- > Any solutions?
-
- Open the 640x256 before closing the 320x128. If that takes to much memory,
- fade out the 320x128, open a 1 plane 320x128 black screen, open the black
- 640x256 screen, then close the 1 plane screen.
-
- Nobody will notice the screen change, just like nobody notices the BPLCON
- change in a hw demo.
-
- > 2) Copper tricks are not possible, I presume. I want CyberGraphX
- > support, too.
-
- You're correct.
-
- > 3) Sprite masking in Blitterscreen in out of the question.
-
- Not necessarily. But you can't enforce the sprite display. If you want,
- use sprites, but always have a fallback. CyberGFX users have more horse
- power than blitterscreen-A1200s.
-
- > 4) I guess I have to make a selector, CyberGraphX or native
- > Amiga chipset. Is there a way to check is the opened
- > screen really native, eight bitplanes?
-
- GetBitmapAttr()
-