From: "Twilight Knight" Newsgroups: comp.os.msdos.djgpp Subject: Scrolling Credits are too s-l-o-w. Date: Wed, 23 Dec 1998 19:09:13 -0500 Organization: Posted via RemarQ, http://www.remarQ.com - Discussions start here! Lines: 19 Message-ID: <75s0m0$c44$1@remarQ.com> NNTP-Posting-Host: 216.68.36.208 X-Trace: 914458112 9RGZFVYSC24D0D844C usenet80.supernews.com X-Complaints-To: newsabuse AT remarQ DOT com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com 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.