Rtgmaster Demos
===============

1. Flame

A little Plasma effect based on rtgmaster.library
and using the rtgmaster c2p. It only works in a resolution
of 320x200, due to the way like it is implemented, but
it is possible to use a utility like NewMode to promote
it after you selected a 320x200 mode in the rtgmaster
Screenmode requester, even to a bigger mode. You should
NOT promote an AGA Screen to a GFX Board Screen and vice
versa, though...

If you do not have a 320x200 mode on your GFX Board, then
CREATE ONE (easy for EGS, easy for CyberGraphX using the
cvmode utility...) Even with a finished rtgTIGA.library,
flame won't run on the A2410, as the A2410 Board does not
support direct Video RAM access and so is not 100% RtgMaster
compatible.

Supports GFX Board+AGA+ECS (ECS Support Method 2, look at documentation).

Compile it with SAS/C :

sc link flame.c flameasm.a timer.c

This demo also shows how to find out with rtgmaster.library,
to which BUSSYSTEM a Graphics Board is connected.

flame2 of the Beta was removed and included to flame. The
gdECS c2p was removed, as GD now can do ECS, too.

2. DblBuf

Nothing spectacular, only shows how to code Doublebuffering
with rtgmaster.library. Only interesting for programmers.
Only works on Graphics Boards, but can easily be modified to
run on rtgAMI.library too...

Compile it with SAS/C :

sc link dblbuf.c

3. Ball

Another little demo, showing that you even in C can get a
nice speed using rtgmaster.library ... works on Graphics
Boards, and, using rtgmaster c2p, on AGA.

Compile it with SAS/C :

sc link ball.c

4. Mandel

A "Mandelbrot" Graphics demo. Needs FPU. Seems to work only
on GFX Board Systems.

Compile with SAS/C :

sc link mandel.c

5. Ping

Little demo with an animated ball. Only runs with GFX Boards,
needs 15/16/24 Bit Screenmode. Needs the file kugel.raw in
the same directory, else it crashes.

Compile with SAS/C :

sc link ping.c

6. Moon

Moon was originally an intro on PC (coded in 100% C). It was
ported to Amiga using rtgmaster.library by Olaf Asholz
(O.Asholz@btx.dtag.de). I myself added some optimizations
to it, and added the feature to run it in smaller than
Fullscreen and with ECS. If you want to run it in smaller
than Fullscreen, *use GD* !!! Other c2p's might not work
or crash, as GD up to now is the only rtgmaster c2p that supports
this (and only in it's latest version...).

F1-F5 Screensize
F6-F8 fps display mode (show it, show it not, don't calculate it)
F9/F10 Dithering Modes
m Map
ESC+Return Quit
0-3 Pixelsize Modes
+,- Speed up, slow down movement
ursorkeys turn around

It is still slow, as it is nearly 100% C. It REQUIRES AN FPU
(030+881/882 or 040 or 060). Should be fast on the 060 :)

6. Flamme

This is another flame effect, coded by me (MagicSN@Birdland.es.bawue.de)
in 100% ASM. The original algorithm was coded by Daniel Sjoberg
in 100% 80286 ASM. (Well, another example of how easy it is to
port PC Demos to rtgmaster Demos :) ). The original demo showed
only ONE flame, though... in my version the whole screen is full
of flames, also, the demo works on EVERY screen resolution, i added
an fps counter, and i added planar support (demo works on ALL
Amigas... from ECS through AGA until EGS, Picasso II and CyberGraphX).
It looks even fine on ECS, as it only uses 40 color registers...

