@database rtgmaster_user.guide @$VER:rtgmaster_user.guide V 20.0 @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 : @{"Benchmarks " link bench} Part F : @{"c2p algorithms " link c2p} Part G : @{"History " link history} Part H : @{"Authors and Copyright " link copy} @endnode @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). There are three rtgmaster archives: rtgmaster_user.lha contains the stuff for users, rtgmaster_driver.lha contains a generic rtgmaster game driver, that should do it for most cases (in fact a variant of this driver is used in a game currently in developpement), rtgmaster_dev.lha is the developper archive for people who want to do their own driver or access rtgmaster.library directly. They need to know how to do library/OS coding, though. While the rtgmaster driver works by simply linking object files together. @endnode @node supp "Rtgmaster.library V20.0" @toc Main @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} 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 bench "Rtgmaster.library V20.0" @toc Main @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} Benchmarks and Demos @{ub} Provided demos are in the Demos Directory. These are : @{"flame " link "pics/flame.iff/Main" 0} Flame is a Plasma effect. It runs on all Systems. It is coded nearly completely in C (the main-Plasma-Loop is in ASM). @{"flamme " link "pics/flamme.iff/Main" 0} Flamme is another Plasma Effect. It runs on all Systems, but it has to be started from the Shell. It does not work from Workbench. It is coded in ASM. @{"Mandel " link "pics/mandel.iff/Main" 0} Mandel is a Mandelbrot set. It runs on GFX Board Systems. It is coded in C. @{"Moon " link "pics/moon.iff/Main" 0} Moon is a Voxel-Graphics landscape. It runs only on systems with FPU. It needs a Screenmode of 320x200 or 320x240 to run. It is coded nearly completely in C, so do not expect it to be fast. @{"Mywolf " link "pics/Mywolf.iff/Main" 0} Mywolf is a Wolf3D style texturemapping engine. It runs on all Systems. It is coded completely in C. The only current rtgmaster c2p with that this demo runs is GD. As it is the only c2p, that currently supports c2p'ing "not-Full-Screen". There are some more demos in the developper archive. But those are mostly not that impressive. Benchmarks : @{"Flame " link flame} @{"Flamme " link flamme} @{"Moon " link moon} @{"Mywolf " link mywolf} @endnode @node flame "Rtgmaster.library V20.0" @toc bench @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} Benchmarks of Flame @{ub} Machine GFX System 320x200 160x120 ==================================================================== A4000/030+Cybervision CyberGraphX 24 fps 30 fps A4000/030 AGA 10 fps 10 fps A2000/030+Picasso II Picasso WB-Emu 15 fps 24 fps A4000/040+PiccoloSD64 EGS 34 fps 63 fps A4000/040+PiccoloSD64 CyberGraphX 34 fps 63 fps A4000/040 AGA (020opt.c2p) 14 fps 16 fps A4000/060+Cybervision CyberGraphX 69 fps 136 fps A4000/060+Retina Z3 CyberGraphX 50 fps 118 fps A4000/060 AGA 29 fps 31 fps A4000/040 AGA (040opt.c2p) 18 fps 22 fps A3000/030+Piccolo EGS 22 fps 30 fps A3000/030+Piccolo CyberGraphX 22 fps 30 fps A4000/040+Cybervision CyberGraphX 35 fps 77 fps A2000/040+Picasso(33MHz) CyberGraphX 19 fps 50 fps A2000/030+SD64 CyberGraphX 17 fps 26 fps A2000/060+SD64 CyberGraphX 26 fps 77 fps A4000/040/40MHz+Cyberv. CyberGraphX 60 fps 105 fps 68030 25 MHz+RetinaZ3 CyberGraphX 21 fps A1200/030 50 MHz AGA 11 fps 19 fps A2000/030 50 MHz+Picasso Picasso WB Emu 21 fps A4000/040 25 MHz+Ret.Z3 CyberGraphX 29 fps A4000/040 40 MHz+Ret.Z3 CyberGraphX 34 fps 90 fps A3000T 25 MHz + SD64 CyberGraphX 22 fps A4000/030 25 MHz + Merlin II Probench3.0 21 fps A4000/060 50 MHz + Merlin II Probench3.0 51 fps A3000/040 25 MHz ECS 64 colors 19 fps 23 fps A4000/040 40 MHz+CV/3D CyberGraphX 3 37 fps 80 fps @endnode @node flamme "Rtgmaster.library V20.0" @toc bench @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} Benchmarks of Flamme @{ub} Machine GFX System 320x200 ====================================================== A4000/040 40 Mhz CV/3D CyberGraphX 3 74 fps A4000/040 40 MHz SD64 CyberGraphX 102 fps A4000/040 40 MHz AGA 23 fps A4000/040 40 MHz AGA (040opt. c2p) 40 fps @endnode @node moon "Rtgmaster.library V20.0" @toc bench @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} Benchmarks of Moon @{ub} Machine GFX System 320x200 ====================================================== A4000/040 40 Mhz CV/3D CyberGraphX 3 8 fps A4000/040 40 MHz AGA 6 fps A4000/040 40 MHz AGA (040opt. c2p) 8 fps @endnode @node mywolf "Rtgmaster.library V20.0" @toc bench @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} Benchmarks of Mywolf @{ub} Machine GFX System 240x200 ====================================================== A4000/040 40 Mhz CV/3D CyberGraphX 3 36 fps A4000/040 40 MHz AGA 21 fps @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, Driver and Developper 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. @{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 for him, a free game will be ok also. 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. You might also have a look at the rtgmaster Game Driver (rtgmaster_driver.lha). This might just be what you need :) (Copyright conditions are the same). 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 !!! My Address, if email is not possible : Steffen P. Haeuser Limburgstr. 127 73265 Dettingen/Teck Germany Tel. 07021-51787 Co-Sysop of Birdland BBS (07021-861920/862428/862429 and some other numbers) MagicSN@Birdland.es.bawue.de @endnode @node c2p "RtgMaster Library V20.0" @toc Main @{b}The RtgMaster Library for GFX Board Using Demos/Games@{ub} @{b} c2p Algorithms @{ub} The rtgmaster c2p format is currently not optimal. It probably will change in the future, but that should not bother the user. It is only to the user to know, that the ECS/AGA Support currently is not speed-optimal, because of this problems. But luckily most rtgmaster-using programs also support native AGA Support. Currently there are this c2p : 040 : 040 optimized, needs a 040/060 to run. Only runs in 320x200. GD : 020 optimized. Runs in all resolution. Currently the only rtgmaster c2p that supports c2p'ing stuff smaller than Fullscreen. Chunky4 : 030 optimized. On 040 and above, this c2p is the slowest one, but on 030 it is the fastest one. Only supports 320x200. @endnode