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From: rjc@geech.gnu.ai.mit.edu (Ray Cromwell)
Subject: Re:  Lemmings - a tutorial Part V (last)
Message-ID: <1991Mar31.011227.2081@mintaka.lcs.mit.edu>
Sender: daemon@mintaka.lcs.mit.edu (Lucifer Maleficius)
Organization: The Internet
References: <mykes.0166@sega0.SF-Bay.ORG> <23837@well.sf.ca.us> <00670212662@elgamy.RAIDERNET.COM>
Date: Sun, 31 Mar 91 01:12:27 GMT
Lines: 27

In article <00670212662@elgamy.RAIDERNET.COM> elg@elgamy.RAIDERNET.COM (Eric Lee Green) writes:
>
>This is the only valid argument in your article. But why not give a choice?
>How about grab all the memory you can grab from the system, shut down the
>system in an Amiga-friendly manner (i.e., as published by Commodore in
>their DevCon notes), then if there STILL isn't enough memory (i.e., only
>512K in the machine, *THEN* hose that remaining 80K of RAM? That is, on
>expanded machines the OS could be re-started when the game was suspended or
>etc., while only on 512K machines would you have to give up everything.

  Exactly. This is exactly what Dragon's Lair II does. It puts up requesters
when not enough resources are found. For instance.
'Not enough ram to load Audio Data. Sound will be canceled. Proceed?'
'Not enough ram for life/death sequence. Proceed?'
'Not enough memory for Multitasking, proceed?'
'Ready to load, Proceed?'

  At each stage, it gives a requester. On 512k machines, Dragon's Lair
removes Multitasking, Sound, and life/death sequence. On 1mb machines it only
disables multitasking. On >1mb machines it multitasks. You can even
pull down the screen!

--
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|n|   rjc@albert.ai.mit.edu   Amiga, the computer for the creative mind.  |n|
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