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Article #1639Re: vga mode 13
From: Ben Rudiak-Gould
Date: Thu, 19 Nov 1992 23:15
Date: Thu, 19 Nov 1992 23:15
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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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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 Lines: 21 Message-ID: <1eh76kINNo8e@agate.berkeley.edu> References: <1992Nov13.152904.1806@ms.uky.edu> <1992Nov17.121513.11999@bsu-ucs> <1eeorfINNorv@aludra.usc.edu> NNTP-Posting-Host: maelstrom.berkeley.edu