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CD ROM Paradise Collection 4
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CD ROM Paradise Collection 4 1995 Nov.iso
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graphics
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vlapak1.zip
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VERTSCR.ZIP
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VERTSCR.NFO
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1993-07-24
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COMMENTS:
A cute little credits type verticle scroll (or pan, if you like..)
Written by Draeden /VLA - 7-25-93
INCLUDED MAY BE ONE OR MORE OF THE FOLLOWING:
VSCR2.EXE
VSCR2.ASM <- Scrolly with small text
VSCR3.EXE
VSCR3.ASM <- Scrolly w/ 4x as big text
VSCR4.EXE
VSCR4.ASM <- Scrolly w/o shading
MODEX.INC <- My modeX routines/ macros
MXFONT2.INC <- Cheap and simple modeX text routines
And possibly some more stuff... depending on where you got it..
Alright.. been a while since our last tutorial code/text, but I think
this simple ditty is worth the wait. I decided to write a verticle scrolly
2 days ago at 10pm and got it looking good around 11:30... Today I decided
that I should release the code, since what I did was SO DARN SIMPLE.
OK, maybe the program is a little hairy at parts because of the messing
with the palette, but the continuous scrolling IS pretty simple...
Anyways, to the code...
Well, first off, let me explain what I'm doing... I am panning
downward (increasing the STARTING OFFSET register) by the width of the
screen for each frame. When I reach the offset that would make it so I am
only showing the second page, I go back to the minimum offset.
Lemme show off my ansi skills and draw a diagram. =)
SCRW = width of screen in bytes- for a 320 wide screen that would be 80 bytes
offset
~~~~~~
0 ┌───────────
│ This is the split screen area
│
│
│
base ├─────────── <- The minimum of our start offset
│ This is the top of page 1
│
│
│
│
│
│
base + ├─────────── <- The maximum we let our START OFFSET get to
height of │
scroll*SCRW│ And this is page 2
│
│
│
│
│
├───────────
│ <- A varying amount of extra video memory
/ <- where you can put whaever you want
/ <- Possibly a font, so you can copy it quickly
│ <- with write mode 1
├─────────── <- This is the 'next line' buffer area
│ <- We want to write whatever we want displayed next
64k └─────────── <- Right here
CurOff = the current StartOffset
What you do each time you pan the screen up on pixel is:
1) Increase CurOff by SCRW and set START OFFSET register
2a) Wait for a verticle retrace
2b) Update the palette (this is only what I did.. obviously it is not
necessary if you don't want that palette trick.)
3) Copy a line from the 'next line' area to CurOff - SCRW
(or the old CurOff)
4) Copy the same line from the 'next line' area to
CurOff + ScrollHeight*SCRW - SCRW
5) Increase the pointer used to access the current line in the
'next line' area, if it goes beyond the max, reset to the min
and clear out the 'next line' area and fill with next text...
This will cause a slight messup at the bottom of the scroll because you
are displaying stuff that hasn't been updated yet...
You COULD fix that by carefully timing the writes to the video card, but
I say just cover it up with the split screen... Kinda lazy, aren't I?
In this example I didn't have to mess with it cause the messed up area
was of the color black... and black on black isn't really noticable..
Ok, to make a stupid story short... ;)
I did the palette trick by setting up the screen similiar to the old
palette induced 'copper bars'... Maybe that's not what to call them,
but anyways, every line has a different palette color. First line is
a 1, then 2, 3, 4, and so on... Then I just change the palette in a
way similiar to the ol' palette bars, with the bars following the edge
of the scroll area... Hmm.. maybe if you were really interested, you
could go into the program and change the MAXCOLORS to 200 or so and
then set the split screen to 0, so you can see what is really happening
to the screen data and the palette...
Enuff docs.. I'm getting bored... =)
Oh, yeah, you can use this code for whatever you want. Just give VLA
some credit for our hard(?) work... And we take no responsibility
for whatever this code does, known or unknown. If you don't like our
color selection, tough. =)
BTW, I don't care if you rip our code as long as you greet us.
Blah blah blah blah blah. (That says it all.)
END COMMENTS