From: Campbell Allan Newsgroups: comp.os.msdos.djgpp Subject: Re: Tile-based map question...... for use with Allegro Date: Tue, 20 Jan 1998 09:13:11 +0000 Organization: University of Glasgow Lines: 28 Message-ID: <34C46AA7.7574@dcs.gla.ac.uk> References: <34bc2752 DOT 0 AT news1 DOT ibm DOT net> NNTP-Posting-Host: beaver.dcs.gla.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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) I remember a technique from when large virtual screens were just not possible. The technique was to create a set of tiles, which would represent different structures and then create your level map using references for these tiles. To display a portion of the level you had to build up the screen from the tiles, and substitute in tiles when you scroll so a virtual screen of only just bigger than the real screen was required here. This kind of method was used on the (good old ???) c64 to make up for lack of memory, I'm not sure if there is a limit with making huge virtual screens, anyone? Campbell