Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!uwm.edu!ogicse!pdxgate!eecs!bairds From: bairds@eecs.cs.pdx.edu (Shawn L. Baird) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part V (last) Message-ID: <2108@pdxgate.UUCP> Date: 28 Mar 91 00:35:49 GMT References: <23788@well.sf.ca.us> <1991Mar25.125929.19793@starnet.uucp> <1991Mar27.075413.10708@minyos.xx.rmit.oz.au> Sender: news@pdxgate.UUCP Lines: 21 s902255@minyos.xx.rmit.oz.au (Andrew Vanderstock) writes: > [ Andrew mentions people who have non-autoconfig RAM ] Try to recognise > the ram in the bay door slot. A lot of people have this ram, but because a > lot of games have boot-block loaders, they can't configure the ram. I > would let the user run AmigaDos to get the ram added, and keep all nice > references for this ram (ie where is it? what is it? chip? slow? how > much?) One good way, perhaps, to do this is to use the loader (via BSS hunks) or AllocMem() before you take over the system. I would guess, correct me if I'm wrong, most games would not need to make further allocations during the course of the game. That is, take all that you'll need immediately and hold it until the user quits or pauses. >Just my $0.02 >Andrew Vanderstock >s902255@minyos.xx.rmit.oz.au --- Shawn L. Baird, bairds@eecs.ee.pdx.edu, Wraith on DikuMUD The above message is not licensed by AT&T, or at least, not yet.