home *** CD-ROM | disk | FTP | other *** search
-
-
- On Wed, 31 Aug 1994, Ott M. Aaloe wrote:
-
- > > wo how about starting a new line once in a while ott! Anyway, the bitmap
- > > structure for blitz is just the object size, there is a pointer in this
- > > object that point to chipmem, be it a screensbitmap your bitmap or a
- > > cludged bitmap. cludgebitmap does not allocate ANY memory, instead uses
- > > withwords*height*bitplanes amount of the memory you supplied
- >
- > So if need to cludge bitmap I do next??
- >
- > 1. Alooc chip
- > 2. Load pure bitmpadata into it
- > 3. Cludge bitmap #, addr,x,y etc.
- >
- > Now I should have bitmap obkect created by cludgebitmap. Am I right?
- >
-
- Most of the time you allocate a large bit of memory and cludge ALL your
- bitmaps into it, so you are never freeing them, in skid we have the huge
- scrolling playfield, this memory is also used for all the front end
- bitmaps so the same memory is allocated to more than one bitplane, works
- good if you only use one at a time and we don't have to free and
- initialise bitmaps at all.
-
- >
- > > v1.9 contains decode commands that allow you to incbin sound, shapes etc
- > > into your program and then decode them, although these commands are
- > > accessible in RILibs and Elmore's include library I have decided to
- > > internalise them so that memory usage is both tight and tidy (minimum
- > > requirements and least amount of fragmenting), hmmm,
- >
- > Next question is where can I get V1.9 ;)???
- >
-
- It is in w0:Blitz2/m on my A4000!!!
-
-