Mail Archives: djgpp/1998/07/03/10:34:23
Message-ID: | <010401bda68f$7556d140$e44e08c3@arthur>
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From: | "Arthur" <arfa AT clara DOT net>
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To: | "DJGPP Mailing List" <djgpp AT delorie DOT com>
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Subject: | Re: scrolling with allegro
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Date: | Fri, 3 Jul 1998 15:11:28 +0100
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MIME-Version: | 1.0
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>>>> One scheme is to create a very large bitmap object that is your level,
>>>> and then blit the appropriate piece onto the screen.
>>>
>>>Well that is not memory efficient, but the easiest approach.
>>
>>Not memory efficient. Hmm. Let me see: for a 1600x1600 map (for instance)
in
>>256 colours - that's 625Mb of ram. (!)
>*** 1600x1600=2560000. Wouldn't that be 2.44 MB? Perhaps you're using big
>chars :))
Ooops. My mistake. Still a large(ish) amount of memory, though.
Note that 1600x1600 pixels is still a very small map. It's only 50x50 of my
32x32 pixel tiles. Many maps contain over 200x200 map tiles. This would be a
39Mb picture file (If I've got my maths right this time).
James Arthur
jaa AT arfa DOT clara DOT net
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