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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga programmers in deep shit...
- Date: 8 Jan 1996 11:13:21 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4cqu8h$f6u@maureen.teleport.com>
- References: <19960104.549D10.14D00@tbag.org> <4cjjbr$4im@maureen.teleport.com> <4cmvp3$mis@mordred.cc.jyu.fi> <4cnhfp$jjo@maureen.teleport.com> <4cp4ba$97l@mordred.cc.jyu.fi>
- NNTP-Posting-Host: kelly.teleport.com
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-
- Aki Laukkanen (daeron@co.jyu.fi) wrote:
- : Stephan Schaem (sschaem@teleport.com) wrote:
- : : Aki Laukkanen (daeron@co.jyu.fi) wrote:
- : : : Stephan Schaem (sschaem@teleport.com) wrote:
-
- : : You have a 4500x200 8bit picture on a floppy. this picture is the background
- : : for an horizontal scrolling map (Put what ever you want on top).
- : : now, as you scroll the map, you can load it from floppy tiny bit at a
- : : time... No need to have in in memory.
-
- : But if you want to scroll more than 100 pixels/second your lowly "flopper"
- : will be left like a sitting duck. Not to mention that a 4500x200x256 picture
- : takes almost whole DD disk anyway. So your example is kind a unrealistic
- : anyway, unless you have 20 or so disks for your levels
-
- I already prove you wrong that you can read the 900K from floppy
- gradually. Now dont base your retoric on the example:
-
- 1) You couldn't do 100pixel scroll from a HD, whats the point anyway...
- 2) yes it was an example to show you 900K loaded from 1 DSDD floppy.
- (The example, was an example to prove a point, not the basis of a game)
-
- : If you are really assured that you can't alter game (if it's a shooter,
- : make armour shops or something on the way :) and it's totally unexceptable
- : to have even a slightest pause in the game play, then it's all because
- : of your bad design decisions and aim to make the game require a device
- : from "the other side of the iron curtain".
-
- Yea, I will put an armour shop to load a major enemy mods... sound great.
- BTW AT/CBM sell A1200 without HD, but a floppy And do not require the
- system to have one. So for those people this kind of deisng make ALOT
- of sense. but true you can alway cut down on your design to make it fit
- in memory...
-
- : As an alternative:
- : I'd suggest changing the engine to construct the level from bigger pieces.
- : Who's going to draw a giant 4500x200 picture pixel by pixel anyway. They don't
- : need to be 16x16 or so blocks (which make the game look blocky) if you don't
- : want to.
-
- Man... this was a freaking example!
- Using 16x16 block map dont look blocky if you know what you are doing.
- Even though of using 8x8 block map from a bitmap, then from it create a
- 16x16 block map, etc...
-
- I guess I really have to spoon feed you a real life example.
-
- 1) you have a block map sectorized...
- 2) the sector hold local gfx and sound etc..
- 3) you sequentialy write the sector data on disk
- 4) you only preload the global data during game startup
- (game startup can be the place where you choose your config etc..)
-
- You can from the boot block load a logo startup (little animation),
- when it ends you probably loaded a few block with the the game title
- and music... the title fade you are in your selection menu (At this time
- the global data is loaded) after you game selection, the game is near or
- already loaded... you play with the equivalent of 'zero' waiting time
- and nearly 1meg of disk game data.
-
- : : you design for the cd32. BTW, cdrom game do something similar by playing
- : : audio track via the drive. they dont preload the tracks , now that would be
- : : 'bloddy stupid':)
-
- : Uhm, you're talking about two completely different things.
-
- close enought... The CD32 play virtual data while playing, you can do the
- same from floppy. the data is just of another type. You could have a music
- disk for the game background, but it would be mono ~10k and last
- ~2minut :)
-
- Stephan
-