| Title: | AMIGA NOTES |
| Notice: | Join us in the *NEW* conference - HYDRA::AMIGA_V2 |
| Moderator: | HYDRA::MOORE |
| Created: | Sat Apr 26 1986 |
| Last Modified: | Wed Feb 05 1992 |
| Last Successful Update: | Fri Jun 06 1997 |
| Number of topics: | 5378 |
| Total number of notes: | 38326 |
A few questions:
1) I am looking for information on creating and manipulating BOBs.
I have the ROM Kernal manual, so I have some information on how
to do this, but was wondering if there is a worthwhile graphics
book out there.
2) Is there any type of utility out to "edit" and maybe produce
C code for these Graphic Objects? It would seem a necessity for
anyone writing a game.
3) Another thing that would be of great help, is if anyone has any
examples they have worked on and would be willing to share.
PD game code possibly? C, Assembler, etc.
What I have in mind is animating several objects, for use in a game.
I'd hate to "reinvent the wheel", so any help would be appreciated.
Thanks - Steve
| T.R | Title | User | Personal Name | Date | Lines |
|---|---|---|---|---|---|
| 1819.1 | ILBMdump | AITG::WISNER | Paul Wisner :optimize '((speed 3) (safety 0)) | Sat Nov 05 1988 16:10 | 13 |
I use a PD program called ILBMDump. This program converts IFF brushes
(such as DPAINT brushes) to C source code. I then compile them to
object modules and link them into my game. NOTE that image data for
bobs and sprites is stored in different formats. ILBMdump produces
the blitter object format.
BTW: In my game, I didn't use BOBs. I used the BltMaskBitMapRastPort
routine and stored objects in my own structures. I think doing it
myself was easier than trying to comprehend the sloppy, buggy Gels
documentation (which also fails to discuss what kind of overhead is
involved).
There is another PD program called Brush2C, haven't tried it.
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