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- To the one known as Garfield,
-
- > >> Also, I'll use DEMOTIME to count down the demo...
- > > Piffle! I hate timers. We'll use my idea of one life. Then any stage
- > > can be tested, but the game will end when you die or complete
- > > that level.
-
- Ok, so no timer then.
-
- > I think a GOOD player might be able to complete my stage with
- > just one life, so perhaps you could add a tiny check and if the
- > demo-stage being played is the SideShooter, you could cut the
- > energy in half: BUBBASHIELD=50
-
- Shields can be modified on my level quite easily too.
-
- > Speaking of which, I seem to remember someone (Keith?)
- > mentioning an extension that allowed AMOS programs to use
- > CONSTANTS and STRUCTURES... this would be a key factor in
- > my decision to do future AMOS-programming, so what is the
- > name of this extension? All I can think of is EasyLife, is that it??
-
- Yep. They aren't "real", but they are real enough.
-
- > Anyone considered writing a FAST parallel-blitting routine?
- > I'm thinking of something that would set-up the blitter and while
- > that was drawing one image-bitplane, the CPU would draw the next
- > image-bitplane. Probably not much difference on a 68000, but with
- > a 68020 and certainly 68030 or higher, it could be MUCH faster
- > than AMOS's current Bob-routines as a FAST CPU might be able
- > to draw two image-bitplanes per the blitter's one.
- > Instead of calling WaitBlitter() and having the CPU doing nothing
- > while the blitter does all the work, why not actually use the CPU to
- > draw the next bitplane (or two on FAST processors).
-
- I've thought about it. I even considered clearing the screen like it, which
- is unbearably slow. This routine WOULD WORK very well..
-
-
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- |_> | \ | | | \| |_ |_ |_| \_ . | Anything worth doing is worth doing for
- | money.
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