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- Newsgroups: alt.sys.amiga.demos
- Path: sparky!uunet!cs.utexas.edu!usc!wupost!emory!athena.cs.uga.edu!hazen
- From: hazen@athena.cs.uga.edu (Mark)
- Subject: Re: Music and Code from Demos
- Message-ID: <1992Nov13.055426.29310@athena.cs.uga.edu>
- Organization: University of Georgia, Athens
- References: <1992Nov05.155826.9766@crash> <MKNIP.92Nov9165110@blob.hut.fi> <BxLLGL.uF@dcs.ed.ac.uk>
- Date: Fri, 13 Nov 1992 05:54:26 GMT
- Lines: 33
-
- In article <BxLLGL.uF@dcs.ed.ac.uk> jxp@dcs.ed.ac.uk (Joe Potter) writes:
- >In article <MKNIP.92Nov9165110@blob.hut.fi>, mknip@niksula.hut.fi (Mats Anders Knip) writes:
-
- >> For example - let's imagine you have got a 1000-pixel wide bitmap that
- >> you want to scroll from left to right. On the PC, each frame you copy
- >> 200*320 (= 64k) bytes from memory to the graphics-handler (right?),
- >> which takes a LOT of CPU time. You can't even make a 50hz scroll on a
- >> slower PC. (the C64 could do that...poor work, PC-designers!)
- >
- > Ah, but the C64 could only do it on a character mapped screen.
- >Try it with the bitmap mode!
-
- You're high. Come down this instant.
-
- We (Lords) did, four years ago. In fact, we did it on a multicolor
- screen with a 80 pixel high font, a font that took up about 4 regular
- bitmaps. Doctor O was the coder. Unfortunately, not one single person
- (other than maybe one coder with no life) realized what we were doing,
- that we were doing what was thought to be impossible.
-
- With enough optimization, nothing is impossible on a C64.
-
- Of course, I'm not gonna say you can get full frame rate like we did,
- but then again... (heh heh heh)
-
- How about a flight simulator with 1 frame every 3 seconds? Hoo boy.
-
- Sounds like Mircosoft's first one.
- --
- Rave is to Music what Xerox is to Art. -hazen@athena.cs.uga.edu
- Mark Hazen -Reverb of Megawatts
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