@database rtgmaster_driver.guide
@$VER:rtgmaster_driver.guide V 1.1
@wordwrap

@node Main "Rtgmaster.library V20.0"

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}User Documentation@{ub}

@{u}Table of contents@{uu}

    Part A : @{"About RtgMaster          " link about}
    Part B : @{"Supported Software       " link supp}
    Part C : @{"About Amiga GFX Boards   " link gfx}
    Part D : @{"Using it                 " link use}
    Part E : @{"The Game Driver          " link driver}
    Part F : @{"History                  " link history}
    Part G : @{"Authors and Copyright    " link copy}
@endnode

@node driver "RtgMaster Library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}The RtgMaster Game Driver@{ub}

This is the Generic RtgMaster Games Driver.
About rtgmaster more information can be found in the file rtgmaster_user.guide.
This Archive is without the Developper Docs of rtgmaster, so you can only link
together your code with this driver, not recompile the driver itself. To recompile
the driver you need the rtgmaster includes, which are found in the file
rtgmaster_dev.lha on Aminet (in gfx/board). The binaries and the Installer
Script for rtgmaster are included to this driver, though.

Now, what is this driver ?

As i wrote rtgmaster.library, i found out that many game coders
feel uncomfortable with libraries. So i wrote a small driver,
that is done in a way, that it already opens all needed libraries.
This driver is done in a way, that with including it to your game,
the GFX Board Support of the game will be finished.

It is only a GENERIC driver, though, so it does not support much
stuff. If you want some more special stuff included, or a driver
that is coded in ASM, you can do this yourselves easily with
rtgmaster.library. Or you can ask me about it.

This driver itself is used by a Amiga Texturemapping game currently
in developpement. So it is a professional work. You can use it with
your own game, also. It might not support all stuff needed for your
engine, though. If you need some other stuff, you can modify the
driver and add some stuff of rtgmaster.library to it. Or you can ask
me to do this.

What does this driver give you ?

- I found that most game authors dislike Screenmode-Requesters. So in
  this driver the Screenmode-Requester is OPTIONAL. So you have the choices :

  * Screenmode-Requester
  * Getting a list of available Screenmodes instead of Screenmode-Requester.
    You than have to handle this list in your code yourselves.

- It provides easy 8/15/16/24 Bit Support.

- It uses some fast ASM functions for displaying your Offscreen Buffer,

  * CPU Copy with FCOPY
  * CPU Copy with CopyRtgPixelArray of rtgmaster, which is basically
    COPY_MOVE_MOVE.
  * COPY_MOVEM_MOVEM
  * DOUBLEBUFFERING
  * GFX BOARD BLITTER COPY

  You can let the user configure the game which method to use. If you
  want to use

- For displaying a save/load symbol of up to 24x24 there are some
  functions, also.

- Changing the colors is possible.

- Handling Keyboard Events is supported. In this latest version it
  also includes Mouse-Handling.

- You can access this generic driver from ASM and C.

- The Driver uses Direct Video RAM Access using rtgmaster.library

- All speed-relevant functions (Swapbuffers,BeginDirectRect,EndDirectRect,
  SendKeyEvents) are written in 100% ASM.

What about Copyright ?

If you use this Driver or a modified version of it, i would like
you to send me a free version of your game. If the game is commercial,
we should come on terms that i get some money for the work. Of course,
i won't notice, if you betray me and use it without payment. I am
trusting, that you are a honest guy, so please do not betray me !!!
If the payment is a serious problem, it is possible to get on terms
with me. I am not the sort of guy who tries to get much money out
of other people having problems... :) But i spent many hours of
developpement in rtgmaster and this driver, so it would be nice,
if you appreciated this.

(This Copyright notice might differ for people with whom i already
have come to other terms. For those Copyright is as to what we decided
when we talked about payment. This notice is only for NEW usages of
rtgmaster and this driver).

My Address for more questions :

Steffen P. Haeuser
Limburgstr. 127
73265 Dettingen/Teck
email: MagicSN@Birdland.es.bawue.de


What will you find in this directory ?

vid_rtgm.c

generic driver source

vid_rtgm.h

generic driver headers for C

vid_rtgm.i

generic driver headers for ASM

example1.c

Example using this driver in C

example2.s

Example using this driver in ASM

startexample.c

Simple main() function to compile example2.s and link it together
with SAS/C.

vid_rtgm.o

The Driver as object file

copy.s

ASM parts of the driver

copy.o

You also have to link this to your game, if you use this driver.
Sources of Fcopy, Copy_Move_Move and Copy_Movem_Movem
are found inside this file.

To compile the examples with SAS/C+BASM Assembler (the stuff i am using)

--

sc link example1.c vid_rtgm.o copy.o

--

basm example2.s
sc link startexample.c example2.o vid_rtgm.o copy.o

Of course, if you have Blink or something like that, you can
leave out start.c :)

Speed:

RTGMASTER CopyRtgPixelArray = 1.0 (higher value = faster)
COPY_MOVE_MOVE without Src/Destination Offset = 1.002                                         *
COPY_MOVEM_MOVEM = 1.215
FCOPY = 1.227

@endnode

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@node about "RtgMaster Library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

Welcome to the rtgmaster.library.

There are a lot of Graphics Systems on the Amiga. There is OCS. There is
ECS, there is AGA. There are a lot of Amiga Graphics Board Standards, the
most famous of them being CyberGraphX.

The problem of the Amiga in the last years was, that the hardware was
ahead of the software, especially as to games. There was powerful hardware
to be found, but nobody used it. The guys who created games and demos still
stuck with AGA, the guys who created the Boards did not know anything about
Games.

RtgMaster is a link between the different systems, but it is more than this.
RtgMaster is a system specifically dedicated to game/demo-coding on GFX Boards.
The System includes high-speed GFX Board Support, and also partially ECS/AGA
Backward-Compatibility. The system runs parallel with any existing WB Emulation.
So you can use it, anyways, if you have installed CyberGraphX, Picasso96, EGS
or what else. And it is even more. For developpers there exists special support,
so that they can order a rtgmaster driver or rtgmaster adaption of their game,
if they do not want to bother with the GFX Board Coding part themselves.

What does this mean for you, the user ? Simply install the rtgmaster libraries
and enjoy playing the next generation of Amiga Games. To install it, simply run
the installer script. This will install rtgmaster.library to your system, also
some sublibraries, for the different display systems.

The following projects support rtgmaster (some of them are still unfinished).
Note, that not all of them support the Original Picasso II Software, as the
rtgmaster driver for this WB Emulation is not fully done. This is due to
limitations of the Picasso II Software. Under CyberGraphX, a Picasso II works
fine, though.

Before you start i suggest you read the sections about supported software and
about Amiga GFX Boards, to find out, if your favourite game has a rtgmaster
driver (probably no, up to now) and if your GFX Board is supported (mostly yes).

This archive is the rtgmaster game-driver archive. The rtgmaster demos are not
included, nor are the Developper Docs. But there are Docs&Object Files for the
rtgmaster Game Driver included. The rtgmaster Game Driver is a driver that is
already used by a commercial Game that is currently in developpement and can
be used without ANY knowledge about Libraries and all that OS-Coder Stuff.
It uses rtgmaster.library to perform what it can do. This driver only supports
GFX Boards, but it returns a 0, if called on an ECS/AGA-only system. So you
can find out if you can run the driver on this system or not.

This driver does not have the full features of rtgmaster.library, but then you
have not to bother about library-opening and that stuff. If you want the demos,
get rtgmaster_user.lha. If you want to recompile the driver or change it,
including some more rtgmaster features, then get rtgmaster_dev.lha.

@endnode

@node supp "Rtgmaster.library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

The following currently running projects support rtgmaster.library :

Name                  Firm or Group           Genre
===========================================================

Genetic Species       Vulcan Software         DOOM-Clone

Genetic Species is a very fast-running DOOM-Clone that supports GFX Boards
through rtgmaster.library and AGA through native AGA code. There is an
old demo on Aminet, that does not yet support GFX Boards. A new Demo should
soon appear.

For more information about this game, i suggest having a look at the new
Screenshots on the homepage of Vulcan Software.

Cold Blood            Vulcan Software         AB3D II Clone

Cold Blood is a yet to appear DOOM-style game that will blow AB3DII away.
It supports GFX Boards through rtgmaster, AGA through native AGA code.

WheelsOnFire          Prolixity               3D Racing Game

Up to now rtgmaster support of this game is not yet done, but i am in
talks with the authors. A Demo of this game is on Aminet (only for AGA).
The authors currently enhance the 3D Voxel Engine to a higher resolution,
and in this process probably rtgmaster-Support will be added, to support
GFX Boards. AGA will as always be done through native AGA code.

Phoenix               ???                     Privateer Clone

GFX Board Support for Phoenix is still being considered, but if it arrives,
it will probably be through rtgmaster. AGA Support is native AGA, as always.
Privateer is a PC Space Game similar to Wing Commander. Phoenix is a Clone
of it. The game has still to arrive.

AmigaQuake            Digital Corruption      Quake Port

AmigaQuake is (was) an inofficial Quake Port to the Amiga. I am not the
programmer, so please do not try to discuss the legality of this project
with me. And no, i don't have an executable of AmigaQuake that i can give
you. The later versions of AmigaQuake use (AFAIK) my rtgmaster.library.
After what i heard the project is dead now, because of legal problems.

There are some more projects in progress, mostly Shareware stuff. It even
might be possible, that there will appear a rtgmaster driver for one of the
AmigaDOS Clones AROS or p-OS in the future, but this is yet to be decided.
PowerPC-enhanced versions of rtgmaster are already planned.

@endnode

@node gfx "Rtgmaster.library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

To get information about supported WB Emulations please click on
the links.

@{"CyberGraphX              " link cyber2}
@{"CyberGraphX 3            " link cyber3}
@{"Probench 3               " link probench}
@{"EGS                      " link egs}
@{"Picasso II Native        " link pic2}
@{"Picasso96                " link pic96}
@{"Retina WB Emu            " link retina}
@{"Graffiti                 " link graf}
@{"ECS/AGA                  " link old}
@{"Other hardware           " link other}

@endnode

@node cyber2 "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b} CyberGraphX 2@{ub}

CyberGraphX 2 is probably the most used WB Emulation for Amiga GFX Boards.
It is one of the best WB Emulations out there, but it lacks specific support
for games. rtgmaster fills that gap. rtgmaster runs together with all CyberGraphX
Boards that run NON-SEGMENTED. You might wonder what that limitation is about.
The Commodore A2410 Board for example is a segmented Board. Segmented Boards
lack the feature of Direct Access. Most Game Authors use Direct Access in their
Games, so supporting those Boards would make no sense. Direct Access is much faster
than all other methods, anyways. It might be possible that the Domino Board is
also segmented. I do not know this, so i can't tell you, if rtgmaster supports
the Domino or not. All other CyberGraphX Boards i know of are non-segmented.

CyberGraphX 2 Support needs libs:rtgmaster.library, libs:rtg/rtgCGX.library and
your CyberGraphX 2 Software installed. Installation is done by the Installers of
RtgMaster and of CyberGraphX.

@endnode

@node cyber3 "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}CyberGraphX 3@{ub}

CyberGraphX 3 is the most recent version of CyberGraphX, but up to now it does
not support any other boards than the Cybervision 64 and the Cybervision/3D.
RtgMaster always supports all NON-SEGMENTED CyberGraphX 3 Boards.
It is one of the best WB Emulations out there, but it lacks specific support
for games. rtgmaster fills that gap.

You might wonder what that limitation about NON-SEGMENTED is about.
The Commodore A2410 Board for example is a segmented Board. Segmented Boards
lack the feature of Direct Access. Most Game Authors use Direct Access in their
Games, so supporting those Boards would make no sense. Direct Access is much faster
than all other methods, anyways.

CyberGraphX 3 Support needs libs:rtgmaster.library, libs:rtg/rtgCGX.library and
your CyberGraphX 3 Software installed. Installation is done by the Installers of
RtgMaster and of CyberGraphX.

@endnode

@node probench "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}Probench 3@{ub}

Probench is probably one of the first WB Emulations that exist at all. It is only
used by the Boards Domino, Merlin and Merlin II, so it is quite an exote. Starting
with Probench 3, there is some sort of partially-working CyberGraphX Emulation.
RtgMaster runs together with Probench 3, if you have at least the Upgrade Package 7
running. Earlier versions might work or not, but probably not. I do not know, if
rtgmaster runs together with the Domino, as the Domino might still be a segmented
GFX Board. Segmented Boards are old technology, that is not compatible with the
way most games are coded. Because of that rtgmaster does not support them. If the
Domino runs in Non-Segmented Mode, rtgmaster will support it, of course.

rtgmaster does not run with Probench 2 or earlier.

Probench 3 Support needs libs:rtgmaster.library, libs:rtg/rtgCGX.library and your
Probench 3 Software installed. Installation is done by the installers of RtgMaster
and of Probench.

@endnode

@node egs "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}EGS@{ub}

EGS was a quite popular WB Emulation at its time. To tell the truth, the whole
rtgmaster project started with EGS. rtgmaster needs at least EGS System 6, the
most current version done by Viona Developpment is EGS System 7. EGS was dropped
by Viona later, and someone else took it up, releasing a new version called
EGS Plus. I never really tested rtgmaster with EGS Plus. I do not know if it works.
If someone knows, tell me, i do no longer own a EGS Board.

rtgmaster.library supports the following EGS Boards (not all of them tested, some
of them might be segmented Boards, and rtgmaster never works with segmented Boards) :

Piccolo
Piccolo SD64
EGS Spectrum
Rainbow 3
Rainbow 2
EGS 110 from GVP
bsc Graffity (do not confuse with Graffiti, this is something else)

You might wonder, why rtgmaster does not support segmented Boards like the A2410.
This is because those Boards lack a special feature needed for game programming.
Segmented Boards are only the very old boards, anyways.

I heard somewhere, that the old Board Visiona also used EGS. rtgmaster might
run on it or not. If someone still uses this Board, please contact me.

Under EGS it is possible, that the mousepointer of an rtgmaster application starts
looking strange. Don't worry. This is normal, because of an unfinished part in
the driver. Asides from that, rtgmaster runs fine under EGS.

EGS Support needs libs:rtgmaster.library, libs:rtg/rtgEGS.library and your EGS
Software insralled. Installation is done by the Installers of RtgMaster and EGS.

@endnode

@node pic2 "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}Picasso II Native WB Emulation@{ub}

The Picasso II Native WB Emulation is one of the first WB Emulations. It is only
available on the Picasso II and the Picasso II+ Boards. There is limited rtgmaster
Support for this WB Emulation, limited only, because this WB Emulation does not
support all rtgmaster features. Especially the Keyboard-Functions of rtgmaster
are not supported. So probably most Software won't support this sublibrary.
Please consider updating to CyberGraphX or Picasso96. These WB Emulations have
full rtgmaster Support.

Picasso II Native Support needs libs:rtgmaster.library, libs:rtg/rtgPICA.library
and your Picasso II/II+ Native Software installed. Installation is done by the
installers of RtgMaster and of the Picasso Software.

@endnode

@node pic96 "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}Picasso96@{ub}

Picasso96 is a new WB Emulation standard. With the exception of the Cybervision/3D
nearly all Boards have a Picasso96 Driver. The Picasso96 is still quite Beta, though.
Picasso96 does not have a certain feature called "DoubleBuffering" currently (but the
developpers said this would be done soon). Asides from that all rtgmaster code
runs fine on the Picasso96. That DoubleBuffering does not run is not that much of
a problem, as all Games using rtgmaster of that i know let you choose, if you
want to use DoubleBuffering or not.

Picasso96 Support needs libs:rtgmaster.library, libs:rtg/rtgCGX.library and your
Picasso96 Software installed. Installation is done by the Installers of RtgMaster
and of Picasso96.

@endnode

@node retina "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}The Retina WB Emulation@{ub}

The Retina WB Emulation was used by the Boards Retina BLT Z3, Retina Z2 and
by the DraCo. There are now CyberGraphX Drivers for Retina BLT Z3 and the
DraCo, though. Retina WB Emulation is not supported by rtgmaster. If someone wants to
do support for it, i could give him developper docs to support it, though. (A new
rtgmaster sublibrary had to be created, this takes about 1 week of coding, maybe
less. Myself i can't do it, as i do not have a Retina that would be needed for testing).

rtgmaster in no way supports the Retina Z2, as the Retina Z2 is a segmented Board.
Segmented Boards miss some features needed for Game programming. They are quite
old boards, anyways.

@endnode

@node graf "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}The Graffiti@{ub}

There is not yet Graffiti Support for rtgmaster. It is planned, though. My problem is,
i do not have a Graffiti, and it would also not run on my system, as i do not have
a 15 kHz monitor (i use 15 kHz modes through a internal flickerfixer). If someone
wants to help with the Graffiti Support, please contact me.

@endnode

@node other "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}Other Hardware@{ub}

There are some other very old Boards. For example the Opalvision or the Firecracker.
RtgMaster does not support them. Most of these Boards not even have a real WB Emulation,
only some special drivers for some programs. A RtgMaster Driver might be possible
for some of those Boards, so if you have such a Board and would be interesting in
doing a driver, please contact me. Most of those Boards probably are segmented Boards,
though, and segmented Boards miss some feature needed for fast Amiga GFX Board Games.

In the future there will be some new Boards not yet listed here, that WILL be supported.
There will be a special version of the Picasso IV that will run through PCI on a special
Turbo-Board that ships with a PCI slot. This is one of the next Boards that will be supported.
As this Board probably uses Picasso96, there won't be a problem, probably.

Also, after Phase 5 announced a CAIPIRINHA Board for the Cyberstorm PPC, there might be
CAIPIRINHA Support for rtgmaster in the future. But as i do not know much about
CAIPIRINHA yet, i can't tell.

@endnode

@node old "Rtgmaster.library V20.0"
@toc gfx

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b}ECS/AGA@{ub}

rtgmaster supports also ECS/AGA. The problem is only, that the fastest possible function
of rtgmaster, CopyRtgPixelArray, won't run on ECS/AGA, as it assumes a chunky display. Only
the slower function CallRtgC2P will support it. But with some minutes work, a rtgmaster
program runs on ECS/AGA with no problems. Most rtgmaster programs feature native AGA Support,
that is probably faster, though. About the ECS Support there is a special problem. If a
rtgmaster program uses 256 colors, it principially runs on ECS, but 192 of the colors are
simply ignored and get Black. So the result might look strange on ECS.

ECS/AGA support needs libs:rtgmaster.library and libs:rtg/rtgAMI.library (installed by the
rtgmaster installation script). Also it needs a monitor driver like PAL or NTSC in the
devs:monitors directory. Without this you won't get any ECS/AGA Screenmodes.

@endnode

@node use "Rtgmaster.library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

To use rtgmaster.library, simply start an executable using rtgmaster.library.
You can then choose a Screenmode. If you save it, it will be saved to the local
Directory, and the next time you start a rtgmaster program from this directory,
the Screenmode-Requester will only popup, if you press SHIFT while starting the
program. If you have any problems using rtgmaster, please check out the section
about Amiga GFX Boards, to check out, if your GFX Board Software is installed
correctly.

@endnode


@node history "Rtgmaster.library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b} The History of rtgmaster.library @{ub}

Version        Changes

V0.1           First Alpha release (that one with the famous
               Screenmode requester that contained more Bugs
               than functions :) )
V1.0           First Beta Version with the new Screenmode
               requester. Only worked with rtgCGX.library.
V2.0           First official Aminet release of rtgmaster.library
               Bug in V1.0 about it only loading rtgCGX.library
               is fixed in V2.0, many bugfixes, new implemented
               stuff and complete rework of the Autodocs !!!
               c2p Support, new Screenmodereqeuster...
V3.0           Some Bugs fixed...
V4.0           First version with TCP/IP Support
V5.0           First version with TCP/IP Support with
               "One Server - Multiple Clients"
V6.0           A Major Speed enhancement for the  function
               RunServer. Do not use V5.0 for TCP/IP, use
               V6.0... it is really MUCH faster (i throwed
               out a LOT of Forbid()/Permit() Stuff, as the
               programmers of AmiTCP explained me by email,
               how to do this stuff without a single Forbid() :)
V7.0           First version with UDP Support
               RunServer does not run with UDP yet, though...
V8.0           UDP Support finished
V9.0           Finally not-fixed-resolution c2p works (gd
               and gdecs c2p are provided), due to a bugfix.
V10.0          Text/Font Support added, "Automatic ECS Support"
               added (every AGA c2p supports ECS, too...)
V11.0          Expanded features of CopyRtgPixelArray
               V11 did not run on some systems with Cybergraphics.library
               V40.92 ... V12.0 fixed that, though...
V12.0          Added RDCMP for Input Handling
V13.0          Fixed "RtgBlit will crash under EGS with Minterm
               0xc0 and willdo strange things when blitting to
               Buffer 2" Bug
               Removed d6/d7 Parameters of CopyRtgPixelArray
               (this time it is final !!!), Recompiling/Assemblong
               needed,sorry...
               Fixed Installer Script and some minor Bugs
               OffX/OffY parameters of CopyRtgPixelArray
               implemented for rtgCGX.library and rtgEGS.library.
               Sadly, rtgPICA.library still crashes for unimplemented
               calls (for example RDCMP is not yet implemented for
               Picasso II, only for the other three sublibs, but
               the rtgPICA.library is currently in question anyways,
               as some stuff is NOT POSSIBLE using that WB Emulation !!!)
               BTW, does someone know how to access the VGA Registers
               of some boards (information about SD64 and CV64 !!!) ?
               I really would like a Mode X Support to rtgmaster, if
               this is possible...
V14.0          Fixed the "Crash on some system with smr_PlanarSupport or
               smr_ProgramUsesC2P =0" bug
               Fixed the Screen Depth Bug with 16 Bit Piccolo SD64 Screens
               libs:rtgc2p is now default for c2p algorithms
               SrcWidth/SrcHeight of CopyRtgPixelArray removed again, and
               THIS TIME the function CopyRtgPixelArray will stay as it is
               As many people use rtgmaster to convert some PC stuff to Amiga,
               i included the asmconv program, that converts Intel ASM to
               Motorola ASM.

V15.0          Changed rtgCGX.library, so that it runs on both CyberGraphX 2 and
               CyberGraphX 3 (for Cybervision/3D Support). Still, rtgmaster.library
               won't run with cgxsystem.library versions smaller than 41.1 (41.0 had
               a serious bug in the LockBitmapTagList call). rtgPICA.library now no
               longer crashes, if a pointer, text or RDCMP function was called. It does
               not do anything, nevertheless. rtgCGX.library MIGHT run with Picasso96
               Software, maybe not, i do not know, up to now, but will test, as soon
               as possible (maybe someone can tell me ?) Removed rtggadgets sources,
               added RtgGadTools.library (which replaces the rtggadgets sources).
V16.0          Added flickerfree DBuffering to rtgCGX.library (only does its job
               for CyberGraphX 3, for CyberGraphX 2 it is ignored, as CGX 2 can't
               REALLY do Flickerfree buffering currently). Added support for mp_sigbit
               to all sublibs with exception of rtgPICA.library (yet to do), added
               gamecoderhelp for game coders in goodies directory.
V17.0          Fixed bug concerning new V16.0 features of RtgInitRDCMP
               Updated Autodocs&Includes. Best: Do not use V16.0 anymore,
               as programs might use the new feature.
V20.0          Complete rework of the Package to make it more professional,
               split into User, Developper and Driver Archive.

@endnode

@node copy "RtgMaster Library V20.0"
@toc Main

@{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub}

@{b} Authors and Copyright @{ub}

This section is mainly interesting for Developpers, but i also include it to the user
archive.

@{b}User Information@{ub}

rtgmaster.library is done by Steffen P. Häuser (that's me). Some of the sublibraries
are done by other persons. I take no guarantee that it works on your system. Also i
don't take guarantee that it not damages your system (don't be upset, this is only
a standard disclaimer ... of course this software should work on your system, and
it won't damage it... but to keep trouble away i included this standard disclaimer.

@{b}Basic Developper License@{ub}

Developpers can include any part of this archive to their programs, as long as
the part they include is still functional. They should read the stuff below,
and do like it says. Principially, rtgmaster.library is for free, but i would
appreciate some good will to give me at least a free copy of the program using it.
Exact informations for different sorts of software are listed below.

This license is also about the rtgmaster Game Driver. If you want a printed license
or treaty, please contact me under MagicSN@Birdland.es.bawue.de (but as to me
that is not needed... let's not complicate things more than possible !!!)

@{b}Freeware/PD Developpers@{ub}

I would appreciate being mentioned in the Credits or Docs of your program.
Asides from that you can use rtgmaster.library for free.

@{b}Shareware Developper@{ub}

I would appreciate being mentioned in the Credits or Docs of your program.
I would appreciate a free copy of your program, if this is ok for you.
Asides from that you can use rtgmaster.library for free.

@{b}Commercial Developper@{ub}

I would appreciate being mentioned in the Credits/Docs and a free version
of your program (if this is OK for you/your publisher). I also would appreciate
some extra-bucks from your publisher, if this is OK for him. If it is not okay
to him, a free version probably will do it. Give my email to your publisher,
so that i can clear things up with him. My Email is MagicSN@Birdland.es.bawue.de.

@{b}Developper - Extra Support@{ub}

If you are a Developper of a Commercial Game, want it to run on a GFX Board,
but do not want to have to bother with writing the GFX Board Part of the Code
yourselves, i can do this for you. Simply mail your specifications for the
needed functions to MagicSN@Birdland.es.bawue.de and i will do the job for you.
In this case, we should definitely speak about a free Game and some extra Bucks.
Maybe $100 or something like that. But well, this is open to discussion. But
think about it, $100 definitely will come in with the sales for the GFX Board
Version. Of course will be cheaper for Shareware programs.

Well, if your publisher does not want to pay me, i probably will make the GFX
Board Version anyways, but then he is a skinflint !!!

@endnode

