From: "Dan Goodman" Newsgroups: comp.os.msdos.djgpp Subject: Re: Graphics level Date: Tue, 21 Jul 1998 01:52:36 +0100 Message-ID: <900982260.3761.0.nnrp-11.9e989aee@news.demon.co.uk> References: <011901bdb41d$7ecc2040$494e08c3 AT arthur> NNTP-Posting-Host: fcbob.demon.co.uk Lines: 38 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk >Is it possible to do 640x480x16? Yes, so long as you have a graphics card >with enough memory (about 1MB should do it) which most cards have. I imagine that most pentiums nowadays come with gfx cards with at least this? But how about VESA support? I know I had to get Scitech Display Doctor for mine (Diamond FireGL with Permidia2). Is there any other way of getting 640x480x16 in Allegro? > >Is it possible to have 12 objects on screen at once? Should be no problem >for a P133. Those of us in the G'98RGT team are currently in the process of >programming a game in 640x480x16. We plan to have quite a few more objects >than 12 on screen at once. Our minimum spec is any Pentium (although since >there is no Pentium specific code, it should run on any system with enough >video RAM to handle the resolution). What you are suggesting could be done >on a 386 with a good graphics card. A Pentium would hardly feel the >pressure. This is good news, I wrote a quick demo of my game, and it runs at 60fps, but I have programmed it really badly, just so I could see what it looked at (it redraws the whole screen each time... hey it was quick and easy!). For 640x480x16, which of the animation methods is best? > >BTW, palette allocation is not all that hard. If you have a good art >package, it will tell you how many colours it used for each image. You >should also be able to create a user palette which you can use for each >graphic you make. PSP does all this, but so do several other packages. The >hard bit is keeping each image in sync with the palette... > Hmm.. I don't like palette stuff, I think I'll try and stick with 16+bit from now on. Cheers, Dan