Mail Archives: djgpp/1998/12/23/19:10:10
From: | "Twilight Knight" <what4 AT fuse DOT net>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Scrolling Credits are too s-l-o-w.
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Date: | Wed, 23 Dec 1998 19:09:13 -0500
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Organization: | Posted via RemarQ, http://www.remarQ.com - Discussions start here!
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Lines: | 19
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Message-ID: | <75s0m0$c44$1@remarQ.com>
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Reply-To: | djgpp AT delorie DOT com
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Hi,
I had no examples for scrolling credits in my game and so I had to do a
short, quick, and dirty coding job for them, since i'd never even attempted
this before. Can anyone offer a suggestion to help speed up my credits?
Here's a code snippit, if you want it, take it but be warned, it's s-l-o-w.
// Defines
FILE *f;
char credits_buffer[100]; int d; d=470; // Using a 640x480 res
// Code uses Allegro functions
f = fopen("credits.txt", "rt");
while(!keypressed()) { fgets(credits_buffer, 131, f);
textout_centre(text_layer/*a 640x480 bitmap*/, font, credits_buffer, 320,
d--, 15); } fade_out(2); }
/*EOF*/
Any suggestions are welcome. This a part of the code that can wait a while.
- Raw text -