Xref: utzoo comp.sys.amiga.tech:3989 comp.sys.amiga:30126 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!bloom-beacon!apple!oliveb!pyramid!ncc!alberta!myrias!cg From: cg@myrias.UUCP (Chris Gray) Newsgroups: comp.sys.amiga.tech,comp.sys.amiga Subject: Re: Fast 2-D Scrolling Method Needed Message-ID: <918@myrias.UUCP> Date: 3 Mar 89 18:23:39 GMT References: <112@dg.dg.com> <10871@well.UUCP> Organization: Myrias Research Corporation Lines: 23 In article <10871@well.UUCP> ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) writes: > Well, you could try using 'tiles'. That is, divide the virtual >screen up into X by Y cells, each of which are a fixed size. When you have >your cells, you can represent your virtual screen as an array of bytes/words >arranged as X by Y. Each element in the array serves as an index into the >array of cells you have created. Thus, you can assemble your entire screen by >blitting smaller cells into it. > > Faery Tale is done this way. Faery Tale's virtual screen size is >HUGE. Using tiles for a scrolling screen works well. If you look carefully at Faery Tale, you will see that it actually uses a two-level tile system. At a guess (I'm not in front of my Amiga to count), it uses tiles composed of 4 x 4 subtiles, each of which is about 16 x 16 pixels. It must have been quite a chore getting the subtiles set up so that everything goes together properly, and still looks good. You can see the tile size most easily by looking at some of the floor tiles - the part that isn't shadowed is a basic subtile. -- Chris Gray Myrias Research, Edmonton +1 403 428 1616 {uunet!mnetor,ubc-vision,watmath,vax135}!alberta!myrias!cg