Graphics ripped from Amiga version of Datastrom.
Code fragments taken from the Series 60 SDK.


Unlike the Graphics example from the S60 SDK, this one tries to do as much as possible by directly accessing bitmap data.

A note on the code: This is NOT using BitBlt. (Well, only for the last blit to the screen..) All bitmap effects are implemented by directly accessing the bitmap data. This is still pure C++ code. No assembler used..

Using some assembler routines would be the next thing on my list. There is this ShootEmUp example from that Symbian guy showing how to include asm in your projects..