PIXEL PLOTTING
>Keep in mind that the Amiga's chip RAM (where the screens are) is MUCH
>slower than its fast RAM due to DMA contention. So if you really want
>speed, you might be better off using your fast CPU to plot your pixels to
>a buffer in fast RAM and then moving the area into chip RAM en masse; it
>all depends on what you're doing.
>There are also some library routines (like WritePixel()), but they're
>*REALLY* slow compared to the above method or even just poking the
>bitplanes directly with the CPU.
I'm working on a DOOM sytle engine myself, I'ld be REALLY interested
in how this is done. The code you mentioned doesn't help me much since
it is written for a 020+ processor, and I'm trying to develope an
engine to work on ALL amiga processors (like the 68000) and I don't
know which intstructions are for the faster chips. I'm not that familar
with 680×0 asm code, but I'm learning.
I've also tried to find out how to "poke" screen memory directly.
If you have code examples or can enlighten us on this, please do!
Thanks,
Gary