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Mail Archives: djgpp/1998/01/26/16:33:59

From: James W Sager Iii <sager+@andrew.cmu.edu>
Newsgroups: comp.os.msdos.djgpp
Subject: blitting limits, help plz
Date: Mon, 26 Jan 1998 16:21:17 -0500
Organization: Junior, MCS Undeclared, Carnegie Mellon, Pittsburgh, PA
Lines: 31
Message-ID: <konDtBW00YUt0VLJk0@andrew.cmu.edu>
References: <34ccccb7 DOT 128929 AT news DOT algonet DOT se>
NNTP-Posting-Host: po6.andrew.cmu.edu
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

I'm using allegro.
I allocated a 640x480 screen with 256 colors.
Upon loading .pcx files, I found that I can
load a maximum of 285 screens.  I'm making an
indepth mortal kombat clone, and was wondering
if there is some other way to store these images
besides video memory.
Other questions:
Whats the fastest way to display an image on the
screen? I want to draw out a full screen in the
background, then blit it out, but this sounds horrifically
slow. I am toying with just using two sprites as the
fighters, but I want this game to kick, so I'd like
animated backgrounds as well.

Along the same lines as that question, I'm going
to have a background, what is the fastest way to scroll
it?

An underlated question:
I would like to make this net play. Has anyone written up
any server code I can use? If not, does anyone know of the
fastest way to communicate with another computer, ie, is it
better to send letters or integers, or some other data type.
Also I'd appreciate it if you could point me to a winsock
library, I have been toying with libsock, and wsock, but
I haven't gotten conclusive results with either.

thanks ALOT for your time, you don't have a clue how imporatant
any information is helping me :)

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