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- From: benrg@ocf.berkeley.edu (Ben Rudiak-Gould)
- Newsgroups: rec.games.programmer
- Subject: Re: vga mode 13
- Date: 19 Nov 1992 23:15:32 GMT
- Organization: U.C. Berkeley Open Computing Facility
- Lines: 21
- Message-ID: <1eh76kINNo8e@agate.berkeley.edu>
- References: <1992Nov13.152904.1806@ms.uky.edu> <1992Nov17.121513.11999@bsu-ucs> <1eeorfINNorv@aludra.usc.edu>
- NNTP-Posting-Host: maelstrom.berkeley.edu
-
- In article <1eeorfINNorv@aludra.usc.edu> mduffy@aludra.usc.edu (Michael Duffy) writes:
- > 1) Use an array in standard memory the size of your screen and write screen
- > data to that instead.
- >
- > 3) Use a tweaked 256 color mode that allows multiple pages.
-
- Assuming that I'm writing a game which isn't too heavy on sprites and
- doesn't require hardware scrolling, split screens, or any of that jazz
- (which I am), would your first suggestion above (i.e. mode 13h, erase
- sprites, draw sprites, wait for VBL, movsw) be reasonably fast and
- flicker-free? And would it remain so on a slow system? The reason I
- ask is that mode X seems like an unnecessary pain in this case. Am I
- right, or should I use it for the benefit of 286 systems? Thanks for
- your help.
-
- >Mike Duffy (mduffy@aludra.usc.edu)
-
- --
- Ben Rudiak-Gould
- benrg@ocf.berkeley.edu
- "Sometimes, a cigar is just a cigar." -- Freud
-