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- GameSmith Development System Release 2
- Released 11/17/94
- (c)1994 Oregon Research and Bithead Technologies
-
-
- Thank you for purchasing the GameSmith Developement System. Please take
- the time to read the information in this file. It contains important
- information inadvertantly omitted from or added after the manual was
- printed. To get the most out of GameSmith, it is very important you read
- the entire manual. Remember to send in your registration card. Registration
- is required to receive technical support and is also very important so that
- we may notify you of enhancements to GameSmith.
-
- ***************************************************************************
- Commodore Includes and Libraries for DICE GS and Devpac GS
-
- These libraries are licensed from Commodore on a per product basis,
- distribution of these files without a valid license is illegal. Until the
- Commodore bankrupcy situation is resolved, there is no party that we can
- obtain a distribution license for the includes and libraries. Therefore,
- they do not appear on the distribution disks. When the capability of
- obtaining a license is available, we will provide these files. In the
- meantime, it must be your responsibility to obtain the Commodore Include
- files and libraries.
-
- ***************************************************************************
- The following changes were made since the manual was printed:
- ***************************************************************************
-
- Added new "plot_pixel_fast" routines that are MUCH faster than the previous
- plot pixel versions. These routines require a pointer to a bitmap offset
- table, and so two routines are provided to build such a table and to free it
- from memory.
-
- void gs_plot_fast(struct BitMap *,int *bm_offset,int X,int Y,int color);
- a0 a1 d0 d1 d2
-
- void gs_plot_reverse_fast(struct BitMap *,int *bm_offset,int X,int Y);
- a0 a1 d0 d1
-
- int gs_plot_test_fast(struct BitMap *,int *bm_offset,int X,int Y);
- d0 a0 a1 d0 d1
-
- int *gs_alloc_BMOT(struct BitMap *);
-
- Where a nonzero return value is a pointer to the bitmap offset table. A
- NULL return indicates there was not enough memory to allocate the table.
-
- void gs_free_BMOT(int *bm_offset);
-
- ---------------------------------------------------------------------------
- Added new flag bit ANIMLOAD_LOCKCHECK to the anim_load structure. Setting
- this bit will cause a load error (new error code -9) if the anim object
- being loaded is NOT locked. This prevents other people from replacing
- your anim objects with their own without your program knowing it.
-
- ---------------------------------------------------------------------------
-
- A feature was added to the animation system which yields a 25% - 30% speed
- increase for objects that save/restore background data, and 10% - 15% over
- objects that use the "erase" method. By simply supplying a "spare" bitmap
- which contains a pure background image, the animation system can remove
- the "save" step altogether. The image blit process then becomes simply
- blit/restore instead of save/blit/restore, thus producing the significant
- performance boost. This also has 2 nice side effects if you can find the
- Chip RAM for the extra bitmap:
-
- 1) Adding objects to an animation display list becomes MUCH faster.
-
- 2) Since no object save areas are required, your application will never
- run into memory problems when trying to add new objects to a display
- list. Also, if the application is using many save/restore objects in
- a double buffered display, the amount of extra memory required for the
- the spare bitmap isn't much more than the other method.
-
- The "spare" bitmap must be the exact same size as the target display
- bitmap(s).
-
- To make use of this new feature, the animation function gs_init_anim()
- now accepts a pointer to another bitmap as the 4th parameter. From
- assembler, this pointer needs to be loaded into register a2. If your
- application will not make use of a spare (or secondary) bitmap, then this
- parameter must be NULL. For example:
-
- gs_init_anim(dlist,bitmap1,bitmap2,bitmap3); /* double buffered w/spare */
- d0 a0 a1 a2
- or
-
- gs_init_anim(dlist,bitmap1,NULL,bitmap3); /* single buffered with spare */
-
- gs_init_anim(dlist,bitmap1,bitmap2,NULL); /* double buffered no spare */
-
- gs_init_anim(dlist,bitmap1,NULL,NULL); /* single buffered no spare */
-
- This is all that's required to make use of this new feature! After a
- display list is initialized with a spare bitmap pointer, adding objects
- that save/restore background data will no longer require a save area (the
- animation system is smart enough not to allocate a save area in the event
- that a spare "restore" bitmap was supplied during initialization). Note
- that this method is also more than 10% faster than the "erase" display
- method, so if you are supplying a spare bitmap, it's best to make sure
- that the objects are displayed using the save/restore method (see demos
- "bubble_blank" and "left_right" for good examples of how this is
- accomplished depending on whether a spare bitmap could be allocated).
-
- ***************************************************************************
-
- To briefly view the demos, click on (or execute from the CLI) either the
- DEMO or DEMO_AGA scripts in the examples directory.
-
- IMPORTANT! To exit each demo, click on the right mouse button. If the
- demo does not immediately exit, hold the right mouse button down until it
- does exit. The very last "demo" executed from the script is a tank battle
- game. You will need a joystick plugged into port 2 in order to select game
- options (one of which is the "Quit" option).
-
- The demo scripts do not excersize all demo options/modes. See the
- respective document files and/or demo source code for more information.
- All demos were designed to run from the CLI, and many will display parameter
- information by simply running them without any parameters.
-
- Some of the demos, especially the scroller demos, allow user control via a
- joystick plugged into port 2.
-
- ***************************************************************************
-
- Contact Information (North America):
-
- Oregon Research
- 16200 S.W. Pacific Hwy., Suite 162
- Tigard, OR 97224
- USA
- (503) 620-4919 (voice)
- (503) 624-2940 (FAX)
-
- Internet : orres@teleport.com
- GEnie : ORA
- CompuServe: 71333,2655
-
- Contact Information (europe):
-
- HiSoft
- The Old School
- Greenfield
- Bedford
- MK45 5DE
- U.K.
- +44 (0)525 718181 (voice)
- +44 (0)525 713716 (FAX)
-
- Internet: hisoft@cix.compulink.co.uk
-
- ***************************************************************************
-
- Are you in possession of stolen merchandise?
- --------------------------------------------
- GameSmith Development System, DICE GS, and Devpac GS are copyrighted commercial
- software. If you are reading this illegally, then consider this: Not only
- are you commiting a Federal Crime, but you are also literally stealing food out
- of the mouths of our children. Additionally, you are personally responsible for
- the death of software companies like Oregon Research and for the cessation of
- software development on the Amiga Computer by stealing from those who seek to
- promote your favorite computer. Think about it!
-
-
-