/*
	File:				

	Description:	Zing Readme

	Author:		

	Copyright:	Copyright  2003 by Tapwave, Inc.

	Disclaimer:	IMPORTANT:  This Tapwave software is provided by Tapwave, Inc. ("Tapwave").  Your 
			use is subject to and governed by terms and conditions of the Software Development 
			Kit Agreement ("SDK Agreement") between you and Tapwave.  If you have not entered 
			into Tapwaves standard SDK Agreement with Tapwave, you have no right or license 
			to use, reproduce, modify, distribute or otherwise exploit this Tapwave software.  
			You may obtain a copy of Tapwaves standard SDK Agreement by calling 650-960-1817
			or visiting Tapwave at http://www.tapwave.com/developers/. 

	Change History (most recent first):
				
*/

This example is intended to show how to create a Tapwave Native
Application and use the Tapwave Gfx APIs. Zing is a Tapwave Native
Application which uses the Tapwave APIs. A Tapwave Native Application
means it has a 68K stub that calls the game in ARM mode. A core set of
PalmOS APIs have been made available for use in the ARM mode, plus the
Tapwave APIs. The main exception are UI APIs, which most games are not
expected to need.

The Zing sample application demonstrates how to take advantage of the
TwGfx rendering methods to accelerate graphics. Various kinds of
rendering are done including: transparency, blending, and
transformation. All of these techniques are used to compose the final
scene before display.

This sample includes 5 different objects which all behave as follows:

"Go": Demonstrates transparency.
"Do": Demonstrates transparency and alpha-blending.
"Play": Demonstrates transparency and responds to the joystick.
Tapwave Logo: Demonstrates alpha-blending.
Background: Demonstrates transform bit blitting.

The entire application demonstrates how to use asynchronous bit blitting
operations and TwInput.

--------------------------------------------------------------
Build Instructions
--------------------------------------------------------------

The code is compiled using Metrowerks CodeWarrior v9.3 for Palm for
the Tapwave Native Application and Visual Studio for the Palm
Simulator.

To build the Tapwave Native Application, open the Zing.mcp file and
make. The mcp project files has two targets. One is the ARMlet target,
which compiles the ARM code. The whole game is in this target. The
other target is the Application. This has the 68K code to launch the
ARMlet. Making this target also makes the ARMlet target, because it
includes the ARMlet target and is dependent on it. The Zing.prc
should be copied to the \Palm\Launcher folder of an SD card and then
run on the device.

To build the DLL, open the Zing.dsw file and make. Copy the resulting
Zing.dll the PalmSim folder. Add the dll to the Visual Studio's
PalmSim's project setting's Debug tab to enable source level debugging
of the dll.  Finally copy the prc to somewhere like \PalmSim\Autoload
and then run PalmSim.  Obviously the dll will need to be rebuilt and
copied whenever game code changes are made. The prc will need to be
rebuilt and copied whenever resources or 68K code changes.
