Thread View: rec.games.programmer
14 messages
14 total messages
Started by lee oine
Thu, 06 Aug 1992 01:04
ModeY vs 13h
Author: lee oine
Date: Thu, 06 Aug 1992 01:04
Date: Thu, 06 Aug 1992 01:04
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for drawing on 13h, u will draw in memory first (in an array) and then use repz movsw to move it out to screen. that will be the fastest routine to do it! if u do the same for modeY or X, then it will be very slow! it will be ten times slower if u draw to array first then flip to screen! to cut down the speed difference, flip to 1st page and draw the screen directly to second page. eg. OUT &H3D4,12 : OUT &H3D5,0 ; flip to 1st page CALL DRAWX( &HA400 ) ; draw to second page in this way, u will be drawing while displaying a page! i have been using modex, modey for quite some time and found that this is the faster way. but it will still be slower than 13h (by around two times) anyway, why waste this flicker-free mode and use 13h, which jerks when doing large scrollings? anyone try programming 360x480x256 ? this mode causes even more trouble!
Re: ModeY vs 13h
Author: sl8nl
Date: Thu, 06 Aug 1992 16:49
Date: Thu, 06 Aug 1992 16:49
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> for drawing on 13h, u will draw in memory first (in an array) and then use > repz movsw to move it out to screen. that will be the fastest routine to > do it! That's normally how it is done. > if u do the same for modeY or X, then it will be very slow! it will be ten > times slower if u draw to array first then flip to screen! I draw directly to the screen for these modes. > i have been using modex, modey for quite some time and found that this is the > faster way. but it will still be slower than 13h (by around two times) Ah, somebody is agreeing that it is slower!!! > anyway, why waste this flicker-free mode and use 13h, which jerks when doing > large scrollings? The reason to waste Mode X and Y is because they aren't fast enough. I've not seen one super-fast arcade game pulled of in either of these modes (full- screen, not like Jill). Josh
Re: ModeY vs 13h
Author: Daniel Reznick
Date: Thu, 06 Aug 1992 20:19
Date: Thu, 06 Aug 1992 20:19
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a 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. daniel reznick reznick@acf3.nyu.edu
Re: ModeY vs 13h
Author: sl8nl
Date: Thu, 06 Aug 1992 21:52
Date: Thu, 06 Aug 1992 21:52
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> 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
Re: ModeY vs 13h
Author: Daniel Reznick
Date: Fri, 07 Aug 1992 03:36
Date: Fri, 07 Aug 1992 03:36
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"you just have to change planes" I'm not sure what this is asking. In Mode X the pixels are stored in memory in a weird way, yes. pixel one on the screen is in memory location 0, plane 0. pixel two on the screen is in memory location 0, plane 1. pixel three on the screen is in memory location 0, plane 2. pixel four on the screen is in memory location 0, plane 3. sorry.. ii I should have numbered pixels from 0 also. Since the latches are set for all four planes from one read, you can just set the VGA to take all of its data from the latches and none from the CPU, and then it just takes one read and one write and viola.. four pixels. anyway, it IS confusing. a point of terminology.. are the bitplanes 0-3 or 1-4? or does it matter? daiel reznick reznick@acf3.nyu.edu
Re: ModeY vs 13h
Author: 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.
Re: ModeY vs 13h
Author: Matthew Smith
Date: Fri, 07 Aug 1992 14:54
Date: Fri, 07 Aug 1992 14:54
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In article <62430008@acf3.NYU.EDU> reznick@acf3.NYU.EDU (Daniel Reznick) writes: > >a point of terminology.. are the bitplanes 0-3 or 1-4? or does it >matter? > It would probably be prudent to say that they are numbered from 0-3 because there seem to be a fair number of people who are starting to program in graphics and it would probably confused them. You need to put the bits in the right place to get everything to work right. Just a thought. Matt Smith msmith@peruvian.utah.edu Student - University of Utah Department of Computer Science
Re: ModeY vs 13h
Author: sl8nl
Date: Fri, 07 Aug 1992 15:44
Date: Fri, 07 Aug 1992 15:44
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> a point of terminology.. are the bitplanes 0-3 or 1-4? or does it > matter? Michael Abrash numbers them 0-3. Maybe we ought to stay with an "authority" on the subject. Josh
Re: ModeY vs 13h
Author: Daniel Reznick
Date: Sat, 08 Aug 1992 13:38
Date: Sat, 08 Aug 1992 13:38
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Does anyone know if Wolf3D is in ModeX, Y, or 13h? is it possible to tell? and also, if you are going to bother programming an interrupt for the vertical retrace, then why bother wasting precious display memory for switching pages? Just make your copy routine check to make sure it is OK to write to the screen before it does, and then more images can be fit into display memory. you, of course, would have to dosome pretty fancy footwork to make sure you never accessed the displayed page except when vertical blanking was in effect, but I imagine it could be done. dan reznick reznick@acf3.nyu.edu
Re: ModeY vs 13h
Author: Daniel Reznick
Date: Mon, 10 Aug 1992 03:40
Date: Mon, 10 Aug 1992 03:40
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You would not need >512k, because in the EGA one byte holds 8 pixels.. The "bit planes" actually function as expected. one bit across four planes = 0000 - 1111 (binary) = 2^4 = 16 colors. Get it? daniel reznck reznick@acf3.nyu.edu
Re: ModeY vs 13h
Author: Khan
Date: Mon, 10 Aug 1992 13:49
Date: Mon, 10 Aug 1992 13:49
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In article <1992Aug7.094432.57938@cc.usu.edu> sl8nl@cc.usu.edu writes: >> a point of terminology.. are the bitplanes 0-3 or 1-4? or does it >> matter? > >Michael Abrash numbers them 0-3. Maybe we ought to stay with an "authority" >on the subject. The VGA hardware numbers them 1, 2, 4, and 8.(*) I'd say that was the ultimate authority. ;-) (*) These are the numbers you put into the low order nibble of the Map Register in order to select each bitplane.
Re: ModeY vs 13h
Author: sl8nl
Date: Mon, 10 Aug 1992 14:53
Date: Mon, 10 Aug 1992 14:53
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> You would not need >512k, because in the EGA one byte holds 8 pixels.. > The "bit planes" actually function as expected. one bit across four > planes = 0000 - 1111 (binary) = 2^4 = 16 colors. Get it? Whoops! I wasn't the one who said >512k, but I did realize I said that EGA fit 2 pixels per byte. I knew better than that! I was thinking 4 bits per pixel and just said 2 pixels per byte off the top of my head. Josh
Re: ModeY vs 13h
Author: sl8nl
Date: Mon, 10 Aug 1992 14:57
Date: Mon, 10 Aug 1992 14:57
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>>Michael Abrash numbers them 0-3. Maybe we ought to stay with an "authority" >>on the subject. > > The VGA hardware numbers them 1, 2, 4, and 8.(*) I'd say that was the > ultimate authority. ;-) > > (*) These are the numbers you put into the low order nibble of the Map > Register in order to select each bitplane. Ah, but that is the Map mask register. What about the Read Map register which numbers them 0, 1, 2, and 3??? Josh
Re: ModeY vs 13h
Author: Khan
Date: Mon, 10 Aug 1992 17:39
Date: Mon, 10 Aug 1992 17:39
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In article <1992Aug10.085720.57998@cc.usu.edu> sl8nl@cc.usu.edu writes: >>>Michael Abrash numbers them 0-3. Maybe we ought to stay with an "authority" >>>on the subject. >> >> The VGA hardware numbers them 1, 2, 4, and 8.(*) I'd say that was the >> ultimate authority. ;-) >> >> (*) These are the numbers you put into the low order nibble of the Map >> Register in order to select each bitplane. > >Ah, but that is the Map mask register. What about the Read Map register which >numbers them 0, 1, 2, and 3??? ;-) I guess this really is a sort of moot discussion; I'll always refer to them as 0-based and sequentially numbered. Usually it becomes clear in context, even though there are several mutually exclusive ways to number the bitplanes.
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