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- Path: sparky!uunet!cbmvax!chrisg
- From: chrisg@cbmvax.commodore.com (Chris Green)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <37025@cbmvax.commodore.com>
- Date: 13 Nov 92 13:05:23 GMT
- References: <36847@cbmvax.commodore.com> <BxM1ED.J61@visix.com>
- Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
- Organization: Commodore, West Chester, PA
- Lines: 25
-
- In article <BxM1ED.J61@visix.com> brett@visix.com writes:
- >The problem now is trying to still be competative in the games market.
- >Look at the IBM games now, 256 color palettes and some SVGA games are
- >making their way to the stores;
- Bad example. The PC architecture provides only a directly accessible
- frame buffer which can be double buffered. Also note that all modern
- PC games use DOS for file access, and use the BIOS routines for reading
- the mouse port. Usually they bang on the keyboard HW directly, but
- that is because you can't detect if a key is held down via the BIOS
- (a problem which does not exist in the Amiga OS).
- An intuition screen under 3.0 (or a view under <3.0) provides exactly
- the same capabilities (+ more: 8 way 60hz scroll, sprites, etc.). Open
- a screen or ViewPort and then bang the bits either with the CPU or
- blitter (via OwnBlitter). If you're careful (like don't assume that you
- "know" what the BytesPerRow will be for a given screen size), you're
- a LOT more likely to remain compatible then if you bang on the copper
- and display stuff directly.
- --
- *-------------------------------------------*---------------------------*
- |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f
- | Commodore-Amiga - uunet!cbmvax!chrisg n
- |My opinions are my own, and do not - icantforgettheimpression o
- |necessarily represent those of my employer.- youmadeyouleftaholeinthe r
- |"A screaming comes across the sky..." - backofmyhead d
- *-------------------------------------------*---------------------------*
-