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Article #1639

Re: vga mode 13

#1639
From: Ben Rudiak-Gould
Date: Thu, 19 Nov 1992 23:15
21 lines
1430 bytes
In article <1eeorfINNorv@aludra.usc.edu> mduffy@aludra.usc.edu (Michael Duffy) writes:
> 1) Use an array in standard memory the size of your screen and write screen
>    data to that instead.
>
> 3) Use a tweaked 256 color mode that allows multiple pages.

Assuming that I'm writing a game which isn't too heavy on sprites and
doesn't require hardware scrolling, split screens, or any of that jazz
(which I am), would your first suggestion above (i.e. mode 13h, erase
sprites, draw sprites, wait for VBL, movsw) be reasonably fast and
flicker-free? And would it remain so on a slow system?  The reason I
ask is that mode X seems like an unnecessary pain in this case.  Am I
right, or should I use it for the benefit of 286 systems?  Thanks for
your help.

>Mike Duffy (mduffy@aludra.usc.edu)

--
Ben Rudiak-Gould
benrg@ocf.berkeley.edu
"Sometimes, a cigar is just a cigar." -- Freud
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References: <1992Nov13.152904.1806@ms.uky.edu> <1992Nov17.121513.11999@bsu-ucs> <1eeorfINNorv@aludra.usc.edu>

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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!zaphod.mps.ohio-state.edu!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!agate!benrg
From: benrg@ocf.berkeley.edu (Ben Rudiak-Gould)
Newsgroups: rec.games.programmer
Subject: Re: vga mode 13
Date: 19 Nov 1992 23:15:32 GMT
Organization: U.C. Berkeley Open Computing Facility
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Message-ID: <1eh76kINNo8e@agate.berkeley.edu>
References: <1992Nov13.152904.1806@ms.uky.edu> <1992Nov17.121513.11999@bsu-ucs> <1eeorfINNorv@aludra.usc.edu>
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