;------------- ; Shadebobs ;------------- In "Unreal", "Amnesia", "Delusion" and others there is a sort of shadebob technique that is used. This technique is pretty simple, any demo maker knows much slicker routines than this one, but this will give everyone else some ideas on how it's done. What you do is move a set of X and Y coordinates around as you please. These represent the upper left corner of the bob. Then, you call a subroutine to draw the bob. The easiest way to explain this is a BASIC code chunk. DEF SEG = &HA000 FOR BX = X TO X+SHADEBOBSIZE FOR BY = Y TO Y+SHADEBOBSIZE POKE (Y*320+X),PEEK(Y*320+X)+4 NEXT BY NEXT BX This is obviously going to be VERY slow... but with a little work, you can crank it out in ASM and even this algorithm (which is the one I used) can move at a decent speed.