Path: utzoo!utgpu!watmath!clyde!att!osu-cis!tut.cis.ohio-state.edu!rutgers!rochester!pt.cs.cmu.edu!andrew.cmu.edu!mp1u+ From: mp1u+@andrew.cmu.edu (Michael Portuesi) Newsgroups: comp.sys.amiga Subject: Re: Memory & Hard drives Message-ID: <0XieCny00Vsf0AHLRQ@andrew.cmu.edu> Date: 29 Dec 88 21:29:23 GMT References: <3638@crash.cts.com>, <19596@uflorida.cis.ufl.EDU> Organization: Carnegie Mellon Lines: 27 In-Reply-To: <19596@uflorida.cis.ufl.EDU> mjm@beach.cis.ufl.edu (Michael Murphy) writes: > One question: Can anyone tell me why certain objects in Mindwalker (the orange > antibodies in the second part) and the public domain MissileDefense (the > satellites that fly by horizontally) smear along the whole height of the > screen? I thought maybe they didn't like the RAM expansion, but running > NoFastMem before running the games didn't help (in fact, rebooting with > NoFastMem on the first line of the startup-sequence didn't help). I don't run > FastMemFirst. This is especially annoying in MindWalker, it actually hurts > your game. > > -Michael Murphy > mjm@manatee.cis.ufl.edu You're using MoreRows, right? Overscan displays steal DMA cycles off the bus that normally go to the sprite hardware. That's why some objects in games look strange if you are using an overscan Workbench. --M -- Michael Portuesi / Information Technology Center / Carnegie Mellon University INET: mp1u+@andrew.cmu.edu / BITNET: mp1u+%andrew.cmu.edu@cmccvb UUCP: ...harvard!andrew.cmu.edu!mp1u+ "I'm very sorry, Master, but that WAS the backup system" -- Slave