I just got some prototype motion blur working yesterday.. sort of...
make object plain 13,2,2
ghost object on 13
disable object zdepth 13
set object collision off 13
color object 13,rgb(0,0,0)
REPEAT
set current bitmap 0:REM 0 being the screen
position object 13,object position x(1),object position y(1),object position z(1):REM object 1 is the player, but now I think about it, this should be the camera... never mind, you can sort that.
set object to object orientation 13,1:REM Line up object 13 with the player
move object 13,1.45:REM Move it out in front of the player a little
get image 13,1,1,xres,yres,1:REM Grab the current bitmap (ie the screen) area (xres and yres) and put it in image 13
texture object 13,13:REM texture object 13 with your grabbed screen
sync
UNTIL FALSE
It's crap because:
1) It's uber-slow
2) It doesn't line up right and the ghosted frames are distorted
It's cool because:
1) Whenever it grabs the screen, it also grabs the previous chosted frames, meaning you actually have a lot of frames of motion blur
I think you'll agree, the crap outweighs the cool.