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Article #472Re: ModeY vs 13h
From: Phat H Tran
Date: Fri, 07 Aug 1992 07:52
Date: Fri, 07 Aug 1992 07:52
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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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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 Lines: 26