Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sol.ctr.columbia.edu!ucselx!crash!pnet01!uzun From: uzun@pnet01.cts.com (Roger Uzun) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part IV Message-ID: <8432@crash.cts.com> Date: 7 Apr 91 09:16:02 GMT Sender: root@crash.cts.com Organization: People-Net [pnet01], El Cajon CA Lines: 25 [] Well I will regret this, I am sure, but I have been following too long to stay totally silent. I have written a few amiga games, most recent release is Heart of the Dragon (see inside front cover of AC's guide to amiga), and in my experience the only reason to bypass the OS, etc is if you want to release a full featured game in 512k format. Basically, in that case, the only way to get reasonable gameplay (regards to amount of graphics) is to carefully map out all the machines memory to your specific application, and take over the machine. For what it is worth, I do the animation routines themselves in assembler, and make the program just like any other amiga application, giving myself use of the enforcer and all other multitasking goodies. I then chop off features for the 512k version, and strongly advise 1M minimum with the product, since it is designed with that in mind. One of the authors of CED Pro, the editor, also writes games, and I think all of his also multitask and behave like normal AmigaDOS applications. -Roger UUCP: {hplabs!hp-sdd ucsd nosc}!crash!pnet01!uzun ARPA: crash!pnet01!uzun@nosc.mil INET: uzun@pnet01.cts.com