Message-Id: <3382D395.118@canvaslink.com> Date: Wed, 21 May 1997 06:51:01 -0400 From: Tom Grandgent Reply-To: tgrand AT canvaslink DOT com Organization: Canvas Link, Inc. Mime-Version: 1.0 To: fwec AT juno DOT com Cc: djgpp AT delorie DOT com Subject: Re: How fast can you get in 640x480? (allegro) Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk > Greetings. > > I am working on a birds eye view type crpg, ala final fantasy. > I am trying to get it to work in 640x480x256 using allegro. I > have had very little success so far. the fastest I can get is > about 18-20 fps. I am just wondering if my code is stupid, and > I should keep trying, or if you can't really get that fast in 640x480. > > > > Here is the fastest approach so far. --snip-- I have a function very similar to this in my game to draw a tiled background. On my P166 and Diamond Stealth 64 VRAM in 640x480, the game speed maxes out at the refresh rate (about 72hz/fps) usually. On my sister's 486/66 with a Number Nine VLB video card, the speed is around 20-30 fps (which is playable). One difference is that I am using compiled sprites to do the drawing, rather than normal sprites. From slowest to fastest, you have: regular sprites, RLE sprites, then compiled sprites. Take a look at allegro.txt about these. Another -very important- difference is that it totally helps to dword align the x coordinates when you draw a sprite. In other words, you need to use multiples of four. In 640x480 this really isn't that bad if you do it right, and it brought my frame rate from around 20-30fps to 60-70fps (!!!). Hope this helps... Tom Grandgent tgrand AT canvaslink DOT com Canvas Link, Inc.