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- Xref: sparky comp.lang.pascal:4536 rec.games.programmer:2967
- Path: sparky!uunet!usc!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu
- From: baylor@ccwf.cc.utexas.edu (Baylor)
- Newsgroups: comp.lang.pascal,rec.games.programmer
- Subject: merging virtual screens?
- Message-ID: <76490@ut-emx.uucp>
- Date: 24 Jul 92 03:44:02 GMT
- Sender: news@ut-emx.uucp
- Followup-To: comp.lang.pascal
- Organization: The University of Texas at Austin, Austin TX
- Lines: 27
-
-
- Quick question for those who understand me or have played a couple
- of games by apogee and others:
- How do you make a set portion of a graphics screen scroll
- and have the backdrop stay constant? It's done on commander keen
- and cosmos cosmic adventure (don't know any non-games that do it).
- I thought i had heard it was done by merging two screens, having a
- backdrop screen (like a mountain scene) that never moves (except scroll
- horiz with the rest of the game/program) and a foreground screen
- where all the action is that can scroll up or down.
- Maybe you have a seperate page where the sprites move and
- move that to the visual screen quickly, knowing which parts of the
- screen to overwrite and which to leave alone. Or maybe i'm way off
- (these games use fairly large virtual screens - can't imagine
- two pages of them).
- I don't necc. need code, just a general idea of what to look
- at or what they're doing.
- Also, if anyone knows a better newsgroup for ibm graphics
- questions (alt.headache) please let me know.
- Oh yeah, this is in turbo pas 6, but really it all comes
- down to assembler.
-
- --
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- Baylor Wetzel baylor@cc.utexas.edu Hang Tyson
- Free Leonard Peltier
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