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Old 19 October 2016, 12:37   #41
idrougge
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CludgeBitMap BitMap#,Width,Height,Depth,Memory
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CludgeBitMap will create a bitmap object with the proportions for that specified
using the memory location given. Of course, the memory location specified must be in
chipmem and it is upto the user to ensure that sufficient memory has been allocated.
This command is most useful for games where memory fragmentation can be a big
problem, by allocating one block of memory on program initialisation for all bitmaps
CludgeBitMap can be used so that creating and freeing of BitMaps is not necessary.
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Old 15 March 2017, 17:07   #42
Retro1234
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Using GetShape I cant seem to go beyond 100 Shapes?(there 16*16) tiles.
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Old 15 March 2017, 17:18   #43
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Check in the Compiler settings, there's a section where you specify limits for every object type. Shapes might be set to 100. You can set it to any value up to 255 IIRC, though do you really need them all at the same time?
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Old 15 March 2017, 17:20   #44
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Ok thanks, this is a problem im loading a Rytpe map and have 570 tiles
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Old 15 March 2017, 17:25   #45
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Well try setting it to 600 and see if it works. I vaguely remember something about the limit being 255, but I can't be sure that's the case. I've never tried to get anything near that, the closest I've come is around 200 MUI elements, and I've never used more than 20 or 30 shapes, though I've also never done a complicated tiled game.
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Old 15 March 2017, 17:39   #46
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Ok here are the options I can see from the Menu
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Old 15 March 2017, 17:41   #47
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Quote:
Originally Posted by Retro1234 View Post
Ok here are the options I can see from the Menu
You need to scroll down the object maximums window.
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Old 15 March 2017, 17:43   #48
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Quote:
Originally Posted by witchmaster View Post
You need to scroll down the object maximums window.
Yes I see it now thanks
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Old 15 March 2017, 18:49   #49
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Ok endless scroll of R-Type II Level 4 attached(use joystick Right to scroll) below but im getting corruption I think this is because colour 0/Black is being Blitted transparrent when I Paste my Icons so I dont want transparency - how can I turn this off?
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File Type: zip Wine_Cork.zip (103.2 KB, 81 views)
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Old 15 March 2017, 21:21   #50
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Yep, it looks like that. There isn't a way of turning that transparency off as such - colour 0 is transparent as standard in the Amiga hardware during normal blitting. What you can do, since you're tiling, is use the Block command instead of Blit. As far as I remember it doesn't use transparency, so should work. But its use is restricted - it must only be used with tiles a multiple of 16 pixels wide, and at X co-ordinates that are a multiple of 16 too. Since your tiles are 16x16 this shouldn't be a problem, and if Block is suitable for you, it has the added advantage of being faster than Blit.
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Old 16 March 2017, 15:09   #51
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That works brilliant thank you
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Old 17 March 2017, 11:20   #52
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The biggest problem with the corkscrew compared with the jump back method although they both have there plus and cons is that Bob clipping is needed to display a bob anywhere especially on something like a Space shooter - but I think I read something about a Bob Clip command in blitz.
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Old 17 March 2017, 11:34   #53
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Yep, there's a ClipBlit command, which is equivalent to the standard Blit command, except it doesn't try to write beyond the bounds of the bitmap. I haven't used it myself, so I don't know how much slower it is...
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Old 17 March 2017, 11:41   #54
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Yeah the manual states its slower but with the corkscrew you need to clip the bob on the edge of the wrap around - although the screw is very easy to write the clipping is a another level of complexity, opposed the the Jump back scrolling and moving all our Bobs to the new position.
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