goose@surf.sics.bu.oz (Ralph Schwarten) (07/27/90)
Could someone help me please with C, sprites(animobs,bobs etc) on the amiga ? I come from a UNIX/C enviroment but have always owned an Amiga 1000. I recently bought some more ram and a hard disk so that I can at last use my 1000 for something other than playing games. Can anyone give me some tips or point me in the direction for some good documentation on calling graphics file data (i.e. dpaint iff files)from C and converting it into playing field data and sprite, bob, and animob data. I know that the C struct for a sprite requires that this data be in hex I have a friend who is a very good artist but not a programmer at all. He will do the art and hopefully I can call it from the code. We are hopefully going to do a surfing game, if we can't get this sprite stuff sorted out, we may have to use vectors exclusively.(we wanted to have a choice of views.. 1) from the beach using sprites and 2) a surfer's eye view using vectors) I know that most commercial games designers draw up all of their sprites on templates and some how call them from C. However this game will only be a bit of fun for us and will be released into the public domain. All help, contacts, books, code snippets, routines, suggestions will be greatly appreciated !!! Thanks in advance goose@hal.nmg.bu.oz.au Ralph Schwarten Dept. Computing and Information Technology. Bond University Gold Coast Australia
poe@daimi.aau.dk (Peter rb{k) (07/28/90)
goose@surf.sics.bu.oz (Ralph Schwarten) writes: [I wanted to mail this, but the mailer couldn't find the above address] >Could someone help me please with C, sprites(animobs,bobs etc) on the >amiga ? >I come from a UNIX/C enviroment but have always owned an Amiga 1000. >I recently bought some more ram and a hard disk so that I can at last >use my 1000 for something other than playing games. >Can anyone give me some tips or point me in the direction for some good >documentation on calling graphics file data (i.e. dpaint iff files)from There are IFF-ILBM readers on some of the fishdisks, and there's source for one in BASIC amongst the example-programs on the BASIC disk that comes with the Amiga (or at least there was with my A500). It's pretty easy to convert that code to C I think. When the data is loaded into memory it shouldn't be that hard to printf() it to a C-file that you can #include in your program. >C and >converting it into playing field data and sprite, bob, and animob data. >I know that the C struct for a sprite requires that this data be in hex >I have a friend who is a very good artist but not a programmer at all. >He will do the art and hopefully I can call it from the code. Sprite data are stored in a different way than normal bitplanes, with a word for each of the 2 bitplanes just after each other. This is explained in the RKMs Apart from this it should be no problem to read in a 2 bitplane ILBM picture 16x<height> pixels and convert it to spritedata. >We are hopefully going to do a surfing game, if we can't get this >sprite stuff sorted out, we may have to use vectors exclusively.(we >wanted to have a choice of views.. 1) from the beach using sprites and >2) a surfer's eye view using vectors) I know that most commercial games >designers draw up all of their sprites on templates and some how call >them from C. However this game will only be a bit of fun for us and >will be released into the public domain. >All help, contacts, books, code snippets, routines, suggestions will be >greatly appreciated !!! The RKM:Libraries & Devices explain the bobs and animobs pretty well. PS. There might very well be a program that converts ILBMs to C structs on one of the fishdiscs.. Actually on disk 237 there's ilbm.library which provides some of the things you might need. >Thanks in advance >goose@hal.nmg.bu.oz.au >Ralph Schwarten >Dept. Computing and Information Technology. >Bond University >Gold Coast >Australia - Peter (poe@daimi.aau.dk) -- ************************************************************** * "Who other than IBM would want to put a mainframe on * * everybodys desk." * **************************************************************