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- On 09-Apr-97, Matt Ward wrote:
- >On Tue, 8 Apr 1997, Laurie Curwood wrote:
-
- >That was me. I`m nearly finished a game (with no name yet) which started
- >to be a Hired Guns clone (remember it?) but kind of mutated. It`s now a
- >poor man`s Alien Breed 3d - it`s graphics are orthogonal. (Unfortunately)
- >What I wanted was a fast method to zoom a 128x100 section of one screen to
- >half it`s size onto another screen. I have one to enlarge but not to
- >reduce. Can you do it? If so or you need more info drop me a line,
- >Any help would be really appreciated!
-
- Right. Reduction: Turning 4 pixels to 1. Can be done, fast, but probably
- not fast enough for an arcade game.
-
- Answer these simple questions and I will try and get to work on it:
-
- 1. Generalised routine, or specialised?
- (I.E. Do you want a routine written SPECIFICALLY for this project,
- which will be a bit faster, or a general one, that can be used for
- other stuff. More parameters, etc. would be the main difference).
-
- 2. How big an area do you want to reduce?
- (It needs to be a multiple of 8 horizontally, and 2 vertically.)
-
- 3. How many colours does your screen have?
- (Obviously, the less the faster!)
-
- 4. Is it double buffered?
- (Double buffering makes screen operations harder to code!)
-
- 5. Qualitative, quantitive or fast reduction?
- (Qualititive will create a palette table with all combinations of the
- four pixels, and search the palette for best matches, which it will
- use),(Quantitive is MUCH faster than qualitative, it just counts
- the pixels in use. The most of any colour will be used.),(Fast is the
- fastest of all. It chucks out the other three pixels, and just uses
- one. This method is the only one that could be used realtime on a
- standard processor.)
-
- By the way everyone, how can I tell if a message was addressed to everyone or
- ALL??? It is very confusing!
-
- --
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- Falcon Software
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