Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!samsung!emory!cambridge.apple.com!bloom-beacon!eru!luth!sunic!mcsun!hp4nl!phigate!ehviea!leo From: leo@ehviea.ine.philips.nl (Leo de Wit) Newsgroups: comp.sys.atari.st Subject: Re: Demos and Games are not the Same Keywords: demo, graphics, german, games, programming Message-ID: <815@ehviea.ine.philips.nl> Date: 29 Jun 90 08:35:42 GMT References: <1990Jun26.133606.4586@cunixf.cc.columbia.edu> <187@hexagon.pkmab.se> <1990Jun27.201016.27871@wam.umd.edu> <190@hexagon.pkmab.se> Reply-To: leo@ehviea.UUCP (Leo de Wit) Organization: Philips I&E Eindhoven Lines: 13 In article <190@hexagon.pkmab.se> daniel@hexagon.pkmab.se (Daniel Deimert) writes: [] |Some techniques used in demos are very usuable when programming games, |though. For example -- imagine all ST games were using overscan and |4-channel sampled sound. This is not impossible, though the music does |consume some cpu-time (around 12%, depending on it's maximum sample |rate). Uh, how do you do 4-channel sound on a 3-channel sound chip? Yes, I understand you can quickly change pitches on a channel to simulate a second channel, but I think this will sound awful. So how do you do it? Leo.