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- Path: sparky!uunet!gumby!wupost!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu
- From: baylor@ccwf.cc.utexas.edu (Baylor)
- Newsgroups: rec.games.programmer
- Subject: Re: Xmode Scrolling
- Message-ID: <83704@ut-emx.uucp>
- Date: 15 Nov 92 23:09:14 GMT
- Sender: news@ut-emx.uucp
- Organization: The University of Texas at Austin, Austin TX
- Lines: 28
-
- > What I am wondering is how games do scrolling (smooth) with a static
- >piece any other place on the screen, such as on the left.
- >
- Honestly, they do it completely different then the way you think.
- They don't scroll anything onto the screen. Virtual screens
- are almost always to short for anything except demos and title screens
- (at which point it looks very nice).
- They define an array of screen tiles for background (not
- jill, alligators or such) and then do a putpic-type blit for each
- visible screen, that is, they constantly redraw it!
- Ok, get yourself a scratch piece of video memory. Put down the
- background (can be done with movsw), each tile hopefully like 16*16
- or 32*32. Then put down things that go over the background, keeping in
- mind their priority (if two things collide on the screen, like the
- birds and alligators, which overlaps which? Depends on the order
- they're put down, so keep that in mind). Then lastly draw the things that
- masks everything else, like the words DEMO in keen or other words
- on jill (or anything you can walk behind that masks you, like columns
- and hidden tunnels).
- That's also how you can have teh score on top or on the side and
- scroll in a window, like in duke pukem.
- Someday look at the intro to Ultima 6. Turn your machine down to
- 4mhz and use the pause button alot - you'll see that it doesn't scroll
- smoothly and that you can catch it before it finishes a redraw, something
- that doesn't happen by scrolling with the start address.
- - baylor
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