Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!apple!mrspoc!starnet!sschaem From: sschaem@starnet.uucp (Stephan Schaem) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part IV Message-ID: <1991Mar25.124147.19686@starnet.uucp> Date: 25 Mar 91 12:41:47 GMT References: <23787@well.sf.ca.us> <1991Mar25.050519.29068@mintaka.lcs.mit.edu> Organization: Starnet-Public Access UNIX-Los Altos,CA 415-949-3133, login:info Lines: 41 AT LAST! SOMEBODY WITH SENCES! The is no reason for nothing.Since how do you think game programers develope there game! I saw minuts ago that my post 'Mike Farren tutorial got totaly trashed when it was sended! I will check what happen and repost it since it show what happen during a game development and why at the end game are not HD instalable of protected. Write now (has I write) I have my game resident.using 512k of chip. If I want to play and come back to that message... POF... 2 key stroke. of course when I booted my A3000 I install the game from the HD. Load in a second or so. I would have needed 512K more to load the map, but the game use the floppy drive DMA for virtual memory. But when you do a commercial version: you put the code on disk, you use your disk device (making it copy protected) and voila! You get a non HD installable protected game. Actually the curent version of my game meet EVERY requirment eccepted multitasking! but when you display OVER than 100 moving object in 6 bitplanes halbright with shadows, with 50% of the cpu down (video dma), multidirectional scrolling, realtime floppy access (every 16 lines), collision with tose over 100 object, music, decompacting (since we create mask in real time to make it fit in 512k), decompact and create curent zone object list, also have map colision, a full copper dash board with 80 colors and alot of parameters to update , and alot more.... You might handerstand why we didn't choose to multitask! And making a game with 400 object in 16,64 colors and a 400 screens in full 64 colors with 1024 16x16x6 tiles, 64k music, 64K tables, 64k programes, 95K screen etc.. fit in 512k needed more than real time decompacting! that's why we use the floppy has memory and made the game available for 512k owners... GOD, I'm european:-) (I was born over there and went to scoll over there... but I'm American) Now you know why I 'write' that way...