Xref: utzoo rec.games.programmer:954 comp.sys.atari.st:17618 Path: utzoo!utgpu!jarvis.csri.toronto.edu!rutgers!tut.cis.ohio-state.edu!ucbvax!agate!hughes@math.berkeley.edu From: hughes@math.berkeley.edu (Eric Hughes) Newsgroups: rec.games.programmer,comp.sys.atari.st Subject: Re: smooth scrolling maps Message-ID: <26078@agate.BERKELEY.EDU> Date: 7 Jul 89 02:49:29 GMT References: <679@greens.UUCP> Sender: usenet@agate.BERKELEY.EDU Reply-To: hughes@math.berkeley.edu (Eric Hughes) Followup-To: rec.games.programmer Organization: UC Berkeley Math Dept Lines: 34 In-reply-to: allegro@sunpix.UUCP ( SunVis) In article <679@greens.UUCP>, allegro@sunpix ( SunVis) writes: > I'm pretty much a novice programmer and I'm sure this is a technique most >of you learned in programming 101 :^). No, it's second semester. :-) >Anyway I'm writing a program that uses a map 3 to 4 times the screen >size and I want to be able to scroll smoothly around the whole map. >The best technique I have come up with so far involves shifting the >displayed map area over one grid then filling in the blank areas with >the new data from off screen. The shift of the screen is relatively >fast but the new data redraw is a bit slow for what I've had in mind. Each byte in the video memory must be written anyway, so keep a complete video image somewhere and do a block transfer to move the desired part onto the screen. You probably will not be able to get away with a straight byte-for-byte copy, and so you'll need (I am guessing) two nested loops rather than a single one. A further advantage to this method is that the size of the transfered image is also parameterizable. Thus not just full screens could be transfered, but also arbitrary rectangular pieces. These kind of operations in their generality are called bitblt's, or bit block transfers, and include not only moves, but also logical operations on the target as well. For example, you can xor each source byte with its corresponding target byte. This has the effect (on a two color screen) of making the source appear in inverse contrast to the pre-existing background, i.e. black letters on white background and white letters on black. Many graphics textbooks discuss this in more detail. Eric Hughes hughes@math.berkeley.edu ucbvax!math!hughes