RawRestoreScreen speedup potential? (Chris)

Started by strazer, Fri 21/05/2004 19:38:48

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Pumaman

Yeah, I'll document this behaviour in the manual.

I think it can be useful, because you can do neat tricks by restoring one frame onto another.

Gilbert

#21
But the down side is that you cant rawdraw on 2 or more frames simultaneously, and then restore them both to their original states (unless the player leaves the room).

--EDIT--
I suddenly have an idea, is that you can save up to 5 bgs simultaneously (because there're a limit of 5 bg frames/room currently I think). So all we need is a new function:
RawSelectScreenSlot(int slot)
which will select the save slot you save the screen to or restore from.
I know this can increase memory consumption drastically but it's the game creator's own resposibility to choose whether he should use it (if a slot is not used, it won't consume memory, furthermore these saved bgs are automatically destroyed when the player leaves the room currently I think).
Of course, it would also be nice if we can have functions like:
RawSaveBGframe(int frame)
RawRestoreBGframe(int frame)
which can operate on frames currently not visible.

I know that's fantasy, but it's just a sudden idea flown up in my mind, they're not feature requests and I don't really need them (at least for now), just think they can be nice and probably not difficult to implement.

Pumaman

Interesting idea - yeah they wouldn't be hard to implement. But, I haven't heard anyone really needing such a feature, and as such it would seem a waste of time to add it.

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