Short: The RtgMaster Library System Author: MagicSN@Birdland.es.bawue.de Uploader: MagicSN Birdland es bawue de Type: driver/video Architecture: m68k-amigaos rtgmaster.library is a library system to enable demo/game authors to write GFX Board compatible games/demos very easy. "We have CyberGraphX?", you might say. "Why do we need rtgmaster?" Easy. 1. CyberGraphX does not run on AGA. Most demo coders have AGA systems. rtgmaster enables you to test your code (and run it...) on a plain AGA system. The same code that later will run on the GFX Board System. 2. CyberGrahX has no c2p Support. rtgmaster has. You can even use your own favourite c2p with rtgmaster. 3. CyberGraphX is commercial. rtgmaster is Freeware. It can be packed to a commercial game for free. 4. rtgmaster not only supports Boards under CyberGraphX, but also under EGS, under Probench3.0 (Merlin/Merlin II), under Picasso96 and ECS/AGA systems. 5. Some stuff is quite complicated in CyberGraphX, much easier in rtgmaster. Also, it will support all future Amiga systems through its calls, as soon as i or someone else implemented a sublibrary for it... On the other hand, rtgmaster is no WB Emulation. It is not of much use for writing serious applications. For applications, CyberGraphX is the choice number ONE. For games/demos ... take rtgmaster. Some examples are included. And there are some game projects running, that will use rtgmaster. Comments about the system are welcome. rtgmaster.library V16 is the latest version of rtgmaster. It supports CyberGraphX, CyberGraphX 3 (CGFX 3 only, if you have at least cgxsystem.library V41.1), EGS, Picasso II WB Emulation, Probench 3 and ECS/AGA. It also runs under Picasso96, using the rtgCGX.library) Main new features of V16 are : - Doublebuffering for CyberGraphX 3 finally flickerfree (not under CyberGraphX 3, sadly, as the function that makes CyberGraphX 3 DBuffering flickerfree simply does NOTHING on CyberGraphX 2). - RtgWaitTOF for CyberGraphX 3 included - All sublibraries with exception of the rtgPICA.library : mp_SigBit now supported for faster Input Events - Special example of a "Game Video Driver" for game authors who never worked with libraries before (can be simply linked together with your other code), also a new fast Copy-Mem function that is 040 optimized as source (not yet included in the library functions, though, but as soon as i will have coded the 020/030/040/060 autodetection, this will be included to CopyRtgPixelArray).