CompuServe Thread

scrolling superbitmaps

7 messages in this thread
#6871From: reinhard kummerleAug 18, 1988 4:12 PM
i'm using ScrollLayer() to move about on a SuperBitMap window. i'd like to attach some propgadgets to let the user control the scrolling. the intuition manual suggest using a GIMMEZEROZERO window and positioning gadgets on the edge of the window, i assume using the GRELRIGHT and GRELBOTTOM flags. i imagine this is quite simple but i can't seem to get the right combination of offsets to properly display and use the progadgets. could someone point me in the right direction on this problem?
#6917From: Bob RakoskyAug 18, 1988 9:28 PM
Reinhard, A couple of points. First, if you are specifying the gadget is GRELRIGHT, then the horizontal position you specify would be negative, since it is relative to the right edge of the Window. Similar with a GRELBOTTOM gadget, except here the vertical position specified would be negative (i.e., relative to the bottom of the window). Secondly, you will want to specify that the gadgets themselves are part of the window's borders. There are flag bits in the Gadget structure Flags member for this too. They're RIGHTBORDER, LEFTBORDER, TOPBORDER, and BOTTOMBORDER. To quote from the comments in the intuition.h include: /* if any of the BORDER flags are set in a Gadget that's included in the * Gadget list when a Window is opened, the corresponding Border will * be adjusted to make room for the Gadget */ This will insure that these gadgets will be part of the Rastport for the window's borders rather than the Rastport for the window's innerds. (Note that GZZ windows have two Rastports associated with them). A word of caution: GZZ windows use A LOT of memory! Hope this helps…Bob
#7212From: reinhard kummerleAug 20, 1988 12:56 PM
bob, if it is not too forward or prohibited by your contract, what type of windowing and scrolling arangement did you use in EMPIRE?
#7256From: Bob RakoskyAug 20, 1988 7:48 PM
Reinhard, Guess I can "reveal" a couple of "secrets". Empire's windows are really pretty basic SimpleRefresh windows. The program's size and memory needs were sufficiently large to not allow the use of GimmeZeroZero windows and/or superbitmap. I felt it was much more important for Empire to be able to run in a 512K Amiga, than to use some of the fancier features and require that the program run on an expanded system. I did manage to take advantage of the availability of extra memory if it is present, as you will notice in comparing the screen rendering on a 512K system versus an expanded system. ..Bob
#7287From: reinhard kummerleAug 21, 1988 1:37 AM
yes a gzz superbitmap guzzles memory and in large contiguous chunks too. i've only been fooling with this a few days and have scrammed the system more than usual. btw, i've been able to crash 'empire' by attempting to 'lassoe' (sp?) beyond the edges of the window; i imagine this has been pointed out long ago. it's a nice port; i think a design decision should have been made to enhance the (pseudo-)ai though, even beyond what improvements that you did make to the game. not to comment on your game, but on computer games in general, i think a really challenging and complex micro-computer war simulation has yet to be written. i'm only guessing, but i think the problem is inherently difficult enough as to put off most programmers. simulating a visual environment in a game such as SGII or F-18 is also difficult, but portions of the problem can be well defined and the programmer can roughly gauge whether or not and to what extent particular visual cues can be conjured up by the given hardware. it's curious that there isn't much discussion specifically on defining decision making procedures required to allow a game world to take on aspects of intelligence. this seems like a basic question that, of course, has implications for other software also.
#7342From: Bob RakoskyAug 21, 1988 5:01 PM
Reinhard, Thanks for the compliments about Empire. Yes – that "crash" in the Group Survey mode is well known and has been fixed for a long time. Upgrades are available from Interstel (at not cost, I believe) – just contact them. The address/phone number is in the manual. (You did register your purchase, didn't you?) As far as the "computer intelligence" goes, that part of the game was totally unchanged by me. The nature of the project was to create a version of Empire for the Amiga that was totally compatible with the existing version on the ST, and the version that was to be made available on the IBM PC's and Klones (and is currently available). Consequently, the only areas that I could safely change were related to the user-interface / machine-specific presentation. Of course, I did work with the controlling author concerning some changes that we mutually made, but the "smarts" code is all his <ducking the issue – 🙂 >. …Bob
#7323From: reinhard kummerleAug 21, 1988 2:00 PM
<sheepish grin> turns out my problems were due to my adjusting window/screen size to accomodate morerows. this was screwing up all of the graphics.