Path: utzoo!attcan!uunet!tektronix!percival!baer From: baer@percival.UUCP (Ken Baer) Newsgroups: comp.sys.amiga Subject: Animations for 512k machines Message-ID: <1442@percival.UUCP> Date: 2 Jan 89 19:50:28 GMT References: Reply-To: baer@percival.UUCP (Ken Baer) Followup-To: comp.sys.amiga Organization: Funkytown Productions Ltd. Lines: 28 In article armhold@topaz.rutgers.edu (George Armhold) writes: > >Hey! Let's see some animations that will run on only 512k! Are there >any out there? I'd also like to see any other kinds of demos that are good for >blowing away friends and family. >Thanks!! >-GEA I wish it were that easy! It's pretty hard to make an interesting animation run 512k. The file size isn't really the big variable in making it run in small memory, it's the resolution. ANIM players have to allocate multiple bitmaps to flip the frames. So, for an ANIM to play in 512k, it has to be Lores, and probably non-HAM. Then you have to worry about the filesize. Therefore you have to keep the motion minimized to the DLTA's are small. With all these limitations, it's a pretty big challenge to make an interesting animation. BTW, there is an animation in the January AMNews that will run in 512k. It's a lores version of Kahnankas (the swinging silver balls) that has been rotoscoped. My suggestion is: Get more memory! You can play most animations in 1 Meg, not to mention play all the new games. Animation is a big memory hog, there's no getting around that. -- -Ken Baer. // Hash Enterprises: When the Going gets Wierd, the Wierd go Professional \X/ USENET - baer@percival.UUCP, PLINK - KEN BAER, BIX - kbaer, "while (AINTGOTNOSATISFACTION) { do stuff }" - RJ Mical