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- Modifications to WORKS:
-
- 1.21 The explosions were still too fast, so I once again slowed
- them down. Now they look like the did originally. Went from
- 20 frames/sec to 15. You figure out how much CPU tie you got
- back. I don't feel like it.
-
- Oh, by the way. I lied in 1.20. It's now 24 bytes smaller
- than 1.20, and 32 smaller than the original. I'm serious
- this time... I can't make it any smaller. Honest.
-
- 1.20 Just realized that on a PAL screen the flares would start part-
- way up the screen and that the fix (below) would always be
- visible. I add 56 raster lines (I believe a PAL screen is ? x
- 256 [512 interlace]) to my screen and move the flare origins
- down 56 if GfxBase says the program is running on a PAL system.
- I dunno if these work, since I haven't got a PAL system. If
- anyone with PAL ever gets this program, tell me if it works
- (pun intended).
-
- Now takes up 20-25% of the CPU during the explosion, as opposed
- to about 80-85% for the original, which is fairly good. Simply
- moving the mouse nomrally takes about 20-25%, for example. It's
- about 5-10% for the flare. The unblanked mode is negligible.
-
- Fixed a bug that would crash works if there was an old CTRL-C
- waiting around for someone to notice it when works exited.
-
- Executable 4 bytes smaller than 1.10, 8 smaller than original.
- This will not happen again. There is nothing left to trim.
-
- 1.12 Explosions didn't look right (too fast, too many dots), so I
- altered them. Also, I fixed it so that even if sprites do
- somehow get stretched, they should be all but invisible. I did
- this by putting sprites behind graphics and using holes in a
- black foreground onto a cycling colored background as the dots
- instead of putting cycling dots onto a black background. This
- new fix may, however, cause problems with monitors that can see
- past overscan boundaries (I understand multisync's with flicker-
- fixers do this). I already had to increase the overscan because
- it was possible to see it on a 1080. I'm including a command
- line option to force the program do it the old way.
-
- 1.10 Fast SetPixel() routines added (courtesy of Jeff Petkau). More
- performance improvements. Now takes about a third of the CPU
- time it used to, so it shouldn't be a bother unless you're
- running a ray-tracer while the screen is blanked. Unblanked
- CPU usage is negligible. Executable size has been trimmed down
- to four bytes less than that of the original.
-
- NOTE: The system has a nasty habit of turning off sprite DMA for
- me when the current scan line includes the pointer (or any other
- sprite, for that matter) which results in the portion of that
- sprite on that scan line being stretched out vertically. I
- changed a few things and it should be (it seems to be) a rare -
- if not non-existent - occurrence.
-
- 1.01 Some math sped up, more dots per explosion and faster explosions
- as a result. Not a hell of a lot else.
-
- 1.00 First release.
-