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- Path: sparky!uunet!dtix!darwin.sura.net!jvnc.net!princeton!fish.Princeton.EDU!acoggins
- From: acoggins@fish.Princeton.EDU (Adam Cody Coggins)
- Newsgroups: rec.games.programmer
- Subject: Re: Redefining Characters in Text Mode
- Message-ID: <1992Nov16.023834.3224@Princeton.EDU>
- Date: 16 Nov 92 02:38:34 GMT
- References: <1992Nov11.024329.11290@julian.uwo.ca>
- Sender: news@Princeton.EDU (USENET News System)
- Organization: Princeton University
- Lines: 14
- Originator: news@nimaster
- Nntp-Posting-Host: fish.princeton.edu
-
- In article <1992Nov11.024329.11290@julian.uwo.ca> mcginle@obelix.gaul.csd.uwo.ca (JAMES MCGINLEY) writes:
- > [...]
- >Essentially, I don't need smooth flowing graphics in my game and would like to
- >take advantage of the speed of printing out characters in text mode.
- i.e. I could have three hundred happy faces flying around without much slowdown
- > or problems determining wether they were hit.
- > [...]
-
- This reminds me of a cute IBM TSR called "face", I think, that would set
- little smileyfaces bouncing around the text screen while you were at
- the MS-DOS prompt, or in your text editor, or whatever. It used the
- smileyface built into the IBM char. set.
-
- Cody Coggins <acoggins@phoenix.princeton.edu>
-