

Build 1.70 has five new procedures, detailed below:
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SetBitmapManagement(Flag)                 Switch on the bitmap management system.  Default=ON.
                                          When this is on the OptimiseBitmaps() procedure can be
                                          called, and if the bitmaps need to be refreshed, due to
                                          resolution changes etc, they are shuffled to optimal order.
				          "Flag" can be either True or False.

OptimiseBitmaps()                         If the bitmap management system is enabled (default=ON) 
                                          then calling this will cause the currently loaded bitmaps 
                                          to be shuffled in to optimal order.  For this to work you 
                                          should make sure you are not using any images which are 
                                          specifically loaded to video memory.  Images marked as
                                          "LoadOnCall" are not optimised and when they are loaded
                                          they may cause the optimal allocation to end.

SetCollisionMode(CollMode)                CollMode can be either of the following flags:
                                          
                                          COLL_Basic - The 1.6X standard collision system provided for
                                                     compatibility with older applications. (DEFAULT)

                                          COLL_Normal - The 1.7X collision matrix system 
                                                      This is a superior collision system. 


                                          COLL_Intelligent - Fast 1.7X collision matrix system.                                   
                                                           The technology behind this system uses
                                                           a complex collision matrix and the DXC
                                                           attempts to track objects intelligently
                                                           so it doesn't have to recalculate their
                                                           positions.  This can increase speed 
                                                           dramatically for still screen games which
                                                           have lots of sprites, or where sprites
                                                           have a long persistance in the game.
                                                           If sprites are only short lived and lots
                                                           of multiple plane scrolling is used this
                                                           option may not be as quick as dxcNormal.

                                          COLL_Auto - Not implemented in this engine.

					  IMPORTANT:    The 1.6X engine allowed you to call the Collsion()
  		  					method without calling SpriteCollide() / ZoneCollide()
	 						first. In the new matrix collision systems you MUST
							call SpriteCollide() or ZoneCollide() first to allow
							the matrix to be built, then call Collide() after.
							
							If you notice that your collisions are not working
							when using a mode other than dxcBasic then this is
							almost definately the reason.  
							The "Lunar Luggy" project which ships with the DXC
							is an example of this.  


SetBankSorting(Flag)                      Set to True to allow the new 1.7X bank and object manager
                                          to sort banks on the fly to speed up retrieval using fast
                                          binary searching.  Set to FALSE to use the conventional
                                          linear searching mechanism.  Depending on how often banks
                                          are accessed and sprites are created/discarded will determine
                                          how useful sorting becomes. Default is ON.  
				          "Flag" can be either True or False.

SetSpritePendingBufferSize(Size)          If bank sorting is enabled then you can adjust this buffer
                                          size to increase performance.  If your application uses 
                                          lots of sprites, created once then a smaller buffer is
                                          better, if you create and destroy lots of sprites all 
                                          the time then a larger buffer is better.  If changing
                                          this makes no difference try turning off bank sorting and
                                          seeing if that makes a difference.  You want to try and
                                          set the value to about the number of sprites which are
                                          created dynamically on each frame.  If your buffer size
                                          starts to get too big you will start to lose performance
                                          likewise if it gets too small.  Default = 5.