From: wilrod AT rocketmail DOT com Newsgroups: comp.os.msdos.djgpp Subject: Re: scrolling with allegro Date: Wed, 01 Jul 1998 22:37:32 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 30 Message-ID: <6nednc$fa8$1@nnrp1.dejanews.com> References: <001a01bda51b$07837e40$624d08c3 AT arthur> NNTP-Posting-Host: 207.149.116.115 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk In article <001a01bda51b$07837e40$624d08c3 AT arthur>, "Arthur" wrote: > > >> One scheme is to create a very large bitmap object that is your level, > >> and then blit the appropriate piece onto the screen. > >> -- > > Not memory efficient. Hmm. Let me see: for a 1600x1600 map (for instance) in > 256 colours - that's 625Mb of ram. (!) > Huh?! Using a standard 256 color palette means that each pixel requires a single byte to represent the index into the color lookup table. So 1600*1600 is only 2560000 bytes. Divide that by 1024 and you get 2500k < 3Mb. I currently use this approach (storing a large bitmap image in RAM to scroll) in a program I'm using to familiarize myself with Allegro. My image has no repeating patterns, so I must use a single large image. However, I do recommend using tiles for images which contain repeating patterns. You could create a huge (bigger than large, that is) image with a lot less memory that way. Just my $.02 Wil -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum