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- Rtgmaster Demos
- ===============
-
- 1. Flame
-
- A little Plasma effect based on rtgmaster.library
- and using the rtgmaster c2p. It only works in a resolution
- of 320x200, due to the way like it is implemented, but
- it is possible to use a utility like NewMode to promote
- it after you selected a 320x200 mode in the rtgmaster
- Screenmode requester, even to a bigger mode. You should
- NOT promote an AGA Screen to a GFX Board Screen and vice
- versa, though...
-
- If you do not have a 320x200 mode on your GFX Board, then
- CREATE ONE (easy for EGS, easy for CyberGraphX using the
- cvmode utility...) Even with a finished rtgTIGA.library,
- flame won't run on the A2410, as the A2410 Board does not
- support direct Video RAM access and so is not 100% RtgMaster
- compatible.
-
- Supports GFX Board+AGA+ECS (ECS Support Method 2, look at documentation).
-
- Compile it with SAS/C :
-
- sc link flame.c flameasm.a timer.c
-
- This demo also shows how to find out with rtgmaster.library,
- to which BUSSYSTEM a Graphics Board is connected.
-
- flame2 of the Beta was removed and included to flame. The
- gdECS c2p was removed, as GD now can do ECS, too.
-
- 2. DblBuf
-
- Nothing spectacular, only shows how to code Doublebuffering
- with rtgmaster.library. Only interesting for programmers.
- Only works on Graphics Boards, but can easily be modified to
- run on rtgAMI.library too...
-
- Compile it with SAS/C :
-
- sc link dblbuf.c
-
- 3. Ball
-
- Another little demo, showing that you even in C can get a
- nice speed using rtgmaster.library ... works on Graphics
- Boards, and, using rtgmaster c2p, on AGA.
-
- Compile it with SAS/C :
-
- sc link ball.c
-
- 4. Mandel
-
- A "Mandelbrot" Graphics demo. Needs FPU. Seems to work only
- on GFX Board Systems.
-
- Compile with SAS/C :
-
- sc link mandel.c
-
- 5. Ping
-
- Little demo with an animated ball. Only runs with GFX Boards,
- needs 15/16/24 Bit Screenmode. Needs the file kugel.raw in
- the same directory, else it crashes.
-
- Compile with SAS/C :
-
- sc link ping.c
-
- 6. Moon
-
- Moon was originally an intro on PC (coded in 100% C). It was
- ported to Amiga using rtgmaster.library by Olaf Asholz
- (O.Asholz@btx.dtag.de). I myself added some optimizations
- to it, and added the feature to run it in smaller than
- Fullscreen and with ECS. If you want to run it in smaller
- than Fullscreen, *use GD* !!! Other c2p's might not work
- or crash, as GD up to now is the only rtgmaster c2p that supports
- this (and only in it's latest version...).
-
- F1-F5 Screensize
- F6-F8 fps display mode (show it, show it not, don't calculate it)
- F9/F10 Dithering Modes
- m Map
- ESC+Return Quit
- 0-3 Pixelsize Modes
- +,- Speed up, slow down movement
- çursorkeys turn around
-
- It is still slow, as it is nearly 100% C. It REQUIRES AN FPU
- (030+881/882 or 040 or 060). Should be fast on the 060 :)
-
- 6. Flamme
-
- This is another flame effect, coded by me (MagicSN@Birdland.es.bawue.de)
- in 100% ASM. The original algorithm was coded by Daniel Sjoberg
- in 100% 80286 ASM. (Well, another example of how easy it is to
- port PC Demos to rtgmaster Demos :) ). The original demo showed
- only ONE flame, though... in my version the whole screen is full
- of flames, also, the demo works on EVERY screen resolution, i added
- an fps counter, and i added planar support (demo works on ALL
- Amigas... from ECS through AGA until EGS, Picasso II and CyberGraphX).
- It looks even fine on ECS, as it only uses 40 color registers...
-
-