From: "Zoma" Newsgroups: comp.os.msdos.djgpp Subject: Another Allegro question... Date: 8 Aug 1997 16:28:26 GMT Organization: Sprynet News Service Lines: 26 Message-ID: <01bca418$13a6cc40$31faaec7@windows95> NNTP-Posting-Host: hd70-049.hil.compuserve.com To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk I am using Allegro to make a tile base RPG and I am wondering if you could tell me something. In order to draw the tiles, I am going to store them in some sort of data structure, and call them using some sort of ID number (probably and index to an array). Using Allegro, would the FASTEST way to do this be: 1) Store all of the images in a BITMAP, and go to the first pixel of the individual tile as needed. 2). Store each image as a BITMAP in an array of bitmaps. 3). Store all of the tiles in a massive array of pixels (like the screen). 4). Store the info in some other data structure, and have an array of those. Method one might work well, but I would need to perform a calculation in order to compute the first pixel, and this would take time. Method 3 would also involve and offset equation (like 320*y +x, only a different equation). 2 looks to be the best for now, all it needs is an initialization function, and that would only need to be called at start up. One other question: blitting is the fastest way to draw unmasked BITMAPS right? I mean, should I make my own function using fmemset() or something. Thanks for all of your help, Zoma AT sprynet DOT com