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Almathera Ten Pack 3: CDPD 3
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Almathera Ten on Ten - Disc 3: CDPD3.iso
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ab20
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works121.lzh
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works.mod
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1989-03-30
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Modifications to WORKS:
1.21 The explosions were still too fast, so I once again slowed
them down. Now they look like the did originally. Went from
20 frames/sec to 15. You figure out how much CPU tie you got
back. I don't feel like it.
Oh, by the way. I lied in 1.20. It's now 24 bytes smaller
than 1.20, and 32 smaller than the original. I'm serious
this time... I can't make it any smaller. Honest.
1.20 Just realized that on a PAL screen the flares would start part-
way up the screen and that the fix (below) would always be
visible. I add 56 raster lines (I believe a PAL screen is ? x
256 [512 interlace]) to my screen and move the flare origins
down 56 if GfxBase says the program is running on a PAL system.
I dunno if these work, since I haven't got a PAL system. If
anyone with PAL ever gets this program, tell me if it works
(pun intended).
Now takes up 20-25% of the CPU during the explosion, as opposed
to about 80-85% for the original, which is fairly good. Simply
moving the mouse nomrally takes about 20-25%, for example. It's
about 5-10% for the flare. The unblanked mode is negligible.
Fixed a bug that would crash works if there was an old CTRL-C
waiting around for someone to notice it when works exited.
Executable 4 bytes smaller than 1.10, 8 smaller than original.
This will not happen again. There is nothing left to trim.
1.12 Explosions didn't look right (too fast, too many dots), so I
altered them. Also, I fixed it so that even if sprites do
somehow get stretched, they should be all but invisible. I did
this by putting sprites behind graphics and using holes in a
black foreground onto a cycling colored background as the dots
instead of putting cycling dots onto a black background. This
new fix may, however, cause problems with monitors that can see
past overscan boundaries (I understand multisync's with flicker-
fixers do this). I already had to increase the overscan because
it was possible to see it on a 1080. I'm including a command
line option to force the program do it the old way.
1.10 Fast SetPixel() routines added (courtesy of Jeff Petkau). More
performance improvements. Now takes about a third of the CPU
time it used to, so it shouldn't be a bother unless you're
running a ray-tracer while the screen is blanked. Unblanked
CPU usage is negligible. Executable size has been trimmed down
to four bytes less than that of the original.
NOTE: The system has a nasty habit of turning off sprite DMA for
me when the current scan line includes the pointer (or any other
sprite, for that matter) which results in the portion of that
sprite on that scan line being stretched out vertically. I
changed a few things and it should be (it seems to be) a rare -
if not non-existent - occurrence.
1.01 Some math sped up, more dots per explosion and faster explosions
as a result. Not a hell of a lot else.
1.00 First release.