From: "Kalum Somaratna" To: djgpp AT delorie DOT com Date: Thu, 28 Oct 1999 17:11:21 +0600 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: Advice needed: displaying many pcx images for emulator front end In-reply-to: <5H8XOKU0v26th2G9A1UO6SXLGtzu@4ax.com> X-mailer: Pegasus Mail for Win32 (v3.12) Message-Id: <19991028111054.34B0D639F2@zagnut.hotpop.com> X-HotPOP: ----------------------------------------------- Sent By HotPOP.com FREE Email Get your FREE POP email at www.HotPOP.com ----------------------------------------------- Reply-To: djgpp AT delorie DOT com X-Mailing-List: djgpp AT delorie DOT com X-Unsubscribes-To: listserv AT delorie DOT com Precedence: bulk On 27 Oct 99, at 23:00, Damian Yerrick wrote: > Organize your games into categories (tris, pac, space-shooter, > gun-shooter, brick-and-ball, one-on-one fighting, final fighting, > etc.). Store each category's 160x120x8 bit snaps in a datafile. The > user expects a second or two of swapping when switching categories. Hi Damien, Once the games are arranged into categories as you suggest, wouldn't it be easier to load the user selected category completely into memory (Faster access, and if there isn't enough memory available the OS(CWSDPMI or Sindows) can page it). I may be wrong but I think that given a choice between depending on virtual memory or on a disk cache it may be better to go for virtual memory. QUAKE and DOOM frequently read from disk but Descent v1 used virtual memory (if memory was not available) and IMHO ran better and faster than DOOM etc... Kalum.