Path: utzoo!utgpu!watmath!clyde!att!osu-cis!tut.cis.ohio-state.edu!rutgers!gatech!mcnc!ece-csc!ncrcae!ncr-sd!crash!pro-charlotte.cts.com!billium From: billium@pro-charlotte.cts.com (Bill Blanke) Newsgroups: comp.sys.amiga Subject: BOBS? Message-ID: <3603@crash.cts.com> Date: 28 Nov 88 01:59:29 GMT Sender: news@crash.cts.com Lines: 27 In the last few weeks, I've been trying to learn about BOBs, and, as many of you know, learning usually requires a lot of pouring over the include files. I've figured out the basics of BOBs, and now I'd like to know more about the other structures used with them... (1) What do the structures that begin with ac_CompFlags and ao_NextOb (This is with the assembly .i includes) do? I assume they're part of an animation system. Could someone tell me how they work, and how to use them? (2) I think I've figured out the collision routines. Would anyone happen to know the registers (d0 etc) that point/hold the variables that the OS returns to the collision routine? :-) (3) How do you use the DoubleBuffer structure. It would seem very easy to enact, since its so small, and by programming BOBs, I've figured out that you really have to have some sort of DoubleBuffering to make things flicker free. Could someone describe to me how this structure works? I've only found two examples of even programming Bobs! Why is this? One is from Prog. Guide to Amiga (It says its example is Double Buffered, but later admits it isn't, still a good book though). The other is on the Fred Fish disk called DBUFFGELS. It uses Double Buffering, but doesn't go through the OS. Instead, he manually flips his bitmaps using a toggle. I would really like to know how these structures work. Since I'm programming in assembly, it would be faster to go directly to the blitter, but while I'm going through the OS, I might as well use every option the OS provides me. Please don't refer me to a $30 manual unless you have to, since I'm not that rich! :-) PLEASE HELP! Thanks!