Xref: utzoo comp.sys.amiga.tech:3979 comp.sys.amiga:30086 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!bloom-beacon!apple!amdahl!pacbell!varian!zehntel!donw From: donw@zehntel.zehntel.com (Don White) Newsgroups: comp.sys.amiga.tech,comp.sys.amiga Subject: Re: Fast 2-D Scrolling Method Needed Message-ID: <791@zehntel.UUCP> Date: 2 Mar 89 20:44:47 GMT References: <112@dg.dg.com> Sender: usenet@zehntel.UUCP Reply-To: donw@zehntel.UUCP (Don White) Organization: Zehntel, Inc. Walnut Creek, CA Lines: 19 In article <112@dg.dg.com> bosch@dg.UUCP (Derek Bosch) writes: >Hi! I am working on a couple of projects that require extremely fast >2-D scrolling of a 16 or 32 color playfield. The entire display is going to >be roughly 4 lo-res screens high, by 5 lo-res screens wide, so that would > Derek Bosch > Data General This should probably be in comp.sys.amiga.tech, but here goes, If you allocate and store all your bitmaps in ram, you are going to be using a bunch of memory. There is no way around that. If you want speed, storing in RAM is the best way to go. After that, check the RKM for uses of Dual Play field and SuperBitMap. I think there are specific commands for doing scrolling. Don White zehntel!donw Box 271177 Concord, CA. 94527-1177 Follow-ups to comp.sys.amiga.tech please.