bsj@ecl.psu.edu (02/11/91)
I;m sure this is relatively easy, but I do need to know. How do you program or draw a screen bigger then the WB screen, like in Killing Game Show or any game that scrolls?? Thanks for any help. -- Rick
aaron@stat.tamu.edu (Aaron Hightower) (02/14/91)
In article <1991Feb10.211642.636@ecl.psu.edu> bsj@ecl.psu.edu writes: >I;m sure this is relatively easy, but I do need to know. How do you program or >draw a screen bigger then the WB screen, like in Killing Game Show or any game >that scrolls?? Thanks for any help. > -- Rick I have written applications that use a bitmap that is larger than the size of the screen. It is actually very simple (I couldn't imagine it being much simpler...) The only way that I would attempt to do this (if I were to imaging myself as having never done this before) would be to read the Amiga ROM Kernal Reference Manual - Libraries and Devices. This gives a very complete description for scrolling a "superbitmap" screen as is done in the "Killing Game Show" and in other applications. The code required to do this can also be found in the example "Box-O-Matic" that is supplied with the Lattice C compiler. (This, BTW, uses a much superior method of refreshing the screen, IE MrgCop() and LoadView() vs. ScrollRaster() or whatever that the RKM manual suggests...) I found that ScrollRaster() (I may have the name wrong, but note that I mean whatever the RKM suggests to use for scrolling SuperBitMap screens) does not scroll the screen as quickly as MrgCop() and LoadView() do... I am not sure why, but I would guess that it is because of some waiting that this other routine is doing. The RKM describes it as calling the routines (MrgCop et al.) anyway, so they should be pretty much equivalent (anyone from Commodore want to explain why this is, or explain why I am wrong?) Oh well, the best thing (IMHO) is just to check Box-O-Matic and the RKM and start coding away until it stops crashing and/or starts working... Happy coding! :-) Later, Aaron Hightower