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- Xref: sparky comp.sys.amiga.programmer:17267 comp.sys.amiga.hardware:21367
- Path: sparky!uunet!ogicse!mimbres.cs.unm.edu!constellation!darkside!okcforum!mndcrme!bn
- From: bn@mndcrme.uoknor.edu (Bo Najdrovsky)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.hardware
- Subject: Re: Attn Commodore: You are making a Big Mistake (Hardware
- Message-ID: <bn.01fe@mndcrme.uoknor.edu>
- Date: 10 Dec 92 19:19:54 GMT
- Article-I.D.: mndcrme.bn.01fe
- References: <Byw8zp.3HG@cck.coventry.ac.uk>
- Organization: Operation Mindcrime
- Lines: 23
- X-Newsreader: TIN [version 1.1 PL6]
-
- -~=Zaphod=~- (csg019@cch.coventry.ac.uk) wrote:
- :
- : Eurodemo version.
- : Boot it up on an A500 with 1 meg ram (you know, the one that a few
- ^^^^
- : million people own, no, not the big one that a few thousand people
- : have.)
-
- and there is the problem. The multitasking version could be loaded in the
- background as you typed your message, and you could be actually looking at
- the game on another screen once it was loaded. I am convinced that fast
- scrolling games CAN be written without banging on the hardware in 100%
- assembly. The game that proved this for me by a game on fish disk 336
- called CAR. It is a smooth scrolling game, written in C if I remember
- correctly. It ran fast back when I had my 500 and I'm fairly certain that
- it would work on my 3000 if I was to d/l it again.
-
- --
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- | Bo Najdrovsky bn@mndcrme.uoknor.edu bn@okcforum.uoknor.edu| // |
- | | // |
- | "I remember now, I remember how it started..." | \X/ AMIGA |
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