Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!rutgers!ames!ucbcad!ucbvax!sdcsvax!sdcc6!sdcc7!ee162faq From: ee162faq@sdcc7.ucsd.EDU (JOHN SCHULTZ) Newsgroups: comp.sys.amiga Subject: Re: Blitter Message-ID: <831@sdcc7.ucsd.EDU> Date: Thu, 4-Dec-86 05:23:17 EST Article-I.D.: sdcc7.831 Posted: Thu Dec 4 05:23:17 1986 Date-Received: Thu, 4-Dec-86 20:03:25 EST References: <8612040134.AA15904@cory.Berkeley.EDU> Reply-To: ee162faq@sdcc7.ucsd.edu.UUCP (JOHN SCHULTZ) Organization: U.C. San Diego, Academic Computer Center Lines: 50 'not changing either image' defined as not changing the colors of the top image from the original definition, transparent areas of top image not affecting background image. Anyway, doing multiple blits will definitely slow things down. I want to have the fastest frame-frame generation as possible. Therefore I am using a double-buffered display and SetRasting the whole screen to 0 each frame. The simulation has multiple particle explosions (AreaXXXX commands), particle beams (Move/Draw/SetDrPt), various onscreen information (Text,RectFill), and of course shapes defining the simulation (BltBitMap). The only time the colors change is when a jet is drawn on top of a carrier. The change is noticeable, but I do not think it would be worth the extra blits to make this one instance look correct. I have written all of my own routines/data structures for displaying and manipulating shapes and currently do not know if the "backup-copy-replace backup" method would run faster than simply blitting the entire screen. I feel that the neccessary code overhead and 68000 execution time could not surpass the single blitter operation (SetRast). Please correct me if I am wrong. I had one scheme set up with two viewports: the upper was lores x 2 bitplanes, (8 pixels high), and the lower lores x 4 bitplanes and double buffered. I had hoped that this method would run faster (use the top viewport for information, no need to remake each frame) and the bottom for animation. This scheme was quite a bit slower than a single db viewport. Why? (more work for the copper?) As for *any* new 1.2 routines, I'll have to wait until January when TDI releases their 1.2 update. And no, I would not want to rewrite the entire program in Aztec. Currently with 2 drives and 1024k I am just barely able to compile and link all of the modules neccessary to define this simulation in ram. I should have a release version of this simulation before Christmas, which takes advantage of all the above routines, all 4 audio channels, the narrator device, uses both game ports, one or two players. Ah yes, one last, pressing, legal question: What are the laws pertaining to using music / cuts from copyrighted sources (compact disk, etc) in video games (digitized from the source)? If illegal, I could always say the sound you just heard was generated using random number samples and I kept running the program until I heard a cut I liked... Thank you for your support. John