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Article #472

Re: ModeY vs 13h

#472
From: Phat H Tran
Date: Fri, 07 Aug 1992 07:52
26 lines
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In article <1992Aug6.155255.57923@cc.usu.edu> sl8nl@cc.usu.edu writes:
>> i have found that Mode X is easily fast enough if you use the latches
>> and copy from screen memory (page 3 or 4) to screen memory, and then
>> flip the pages.  
>
>That is, if you have the memory to laoad everything into screen memory.
>
>Question:  As far as I can tell, Wolf3d does not store all of its images
>is screen memory (they wouldn't fit...lessee 64x64=4096 bytes, dividing
>256k by it...).  OK, the perspective mapping routine is probably written
>to map directly to screen memory.  It is an easy conversion on mine...you
>just have to change planes.  Is this true?
>
>Josh
>

A LOT of games store images in video memory.  Everything from cockpit
overlays to sprites.  You don't need to store every image in the game
in vid. mem., though, just the ones you need "at the moment".

An easy way to tell whether games do page-flipping or store images in
video memory is to run it under Windows, switch away, then switch back
to it.  If the screen is messed up, then the game is using video
memory as more than just a single page frame buffer.

Phat.
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Message-ID: <BsLsK9.8pI@watserv1.uwaterloo.ca>
Path: arc1-ca.pugleaf.net!sparky!uunet!sun-barr!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!ptran
References: <1992Aug6.010439.21056@mnemosyne.cs.du.edu> <62430007@acf3.NYU.EDU> <1992Aug6.155255.57923@cc.usu.edu>

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Newsgroups: rec.games.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!sun-barr!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!ptran
From: ptran@watserv1.uwaterloo.ca (Phat H Tran)
Subject: Re: ModeY vs 13h
Message-ID: <BsLsK9.8pI@watserv1.uwaterloo.ca>
Organization: University of Waterloo
References: <1992Aug6.010439.21056@mnemosyne.cs.du.edu> <62430007@acf3.NYU.EDU> <1992Aug6.155255.57923@cc.usu.edu>
Date: Fri, 7 Aug 1992 07:52:57 GMT
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