Message-ID: <010401bda68f$7556d140$e44e08c3@arthur> From: "Arthur" To: "DJGPP Mailing List" Subject: Re: scrolling with allegro Date: Fri, 3 Jul 1998 15:11:28 +0100 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Precedence: bulk >>>> 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