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- ;-------------
- ; Shadebobs
- ;-------------
-
- In "Unreal", "Amnesia", "Delusion" and others there is a sort of shadebob
- technique that is used. This technique is pretty simple, any demo maker
- knows much slicker routines than this one, but this will give everyone else
- some ideas on how it's done.
-
- What you do is move a set of X and Y coordinates around as you please. These
- represent the upper left corner of the bob. Then, you call a subroutine to
- draw the bob. The easiest way to explain this is a BASIC code chunk.
-
- DEF SEG = &HA000
- FOR BX = X TO X+SHADEBOBSIZE
- FOR BY = Y TO Y+SHADEBOBSIZE
- POKE (Y*320+X),PEEK(Y*320+X)+4
- NEXT BY
- NEXT BX
-
- This is obviously going to be VERY slow... but with a little work, you can
- crank it out in ASM and even this algorithm (which is the one I used) can move
- at a decent speed.
-
-