From: "Tom Cook" Newsgroups: comp.os.msdos.djgpp Subject: Re: Tile-based map question...... for use with Allegro Date: Sat, 24 Jan 1998 21:40:58 +0930 Organization: Nexus Information Service Lines: 27 Message-ID: <6af3sq$cob@nexus.nexus.edu.au> References: <34bc2752 DOT 0 AT news1 DOT ibm DOT net> <34C46AA7 DOT 7574 AT dcs DOT gla DOT ac DOT uk> NNTP-Posting-Host: nexus.nexus.edu.au To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk o_marciano AT ibm DOT net wrote: > Im am trying to create a tile based game. I am planning on using a > 640x480 resolution with a 1024x1024 virutual screen. I will scroll > using the mouse. Even with the 1024x1024 virtual screen, that really > doesnt give that much room to scroll around. > > Recall games such as Civ2, Warcraft, CC. This games have maps that > are more than 3-4 times the size of the physical screen (whatever the > resolution may be). Is there some other scrolling/virtual screen > technique that they are using to accomplish this. Or is it possible > that they are using a resolution lower 640x480 (it doesnt seem that > this is the case because everything looks to clear to be using a > resolution such as 320x200) You could consider using a memory bitmap as a virtual screen. This would be a sort of modified double-buffer. You simply do whatever you would normally do on a virtual screen on the bitmap instead, and then blit the relevant portion to your screen bitmap. HTH! Tom Cook