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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!usc!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!void.ncsa.uiuc.edu!jonm
- From: jonm@void.ncsa.uiuc.edu (Jon E. Mittelhauser)
- Subject: Re: PC Graphics (animation)
- References: <1993Jan21.082235.505680@zeus.calpoly.edu> <SCD.93Jan21175136@nevar.cs.brown.edu>
- Message-ID: <C1Buny.F6F@news.cso.uiuc.edu>
- Sender: usenet@news.cso.uiuc.edu (Net Noise owner)
- Organization: Nat'l Center for Supercomputing Applications
- Date: Sat, 23 Jan 1993 22:04:46 GMT
- Lines: 30
-
- scd@cs.brown.edu (Steven C. Dollins) writes:
- >
- >Xspace and Netspace store an array of flags, two for each key. One
- >flag has the current state of the key, up or down, and the other is
- >set only when the key is pressed. In your game loop, if the second
- >flag is set, then the key was pressed within the past loop (note that
- >it need no longer be pressed.) Act on the keypress and then reset it
- >with the value of the first key.
- >
- > - Steven Dollins
- >Brown Computer Graphics Group scd@cs.brown.edu
- >
- >Here is the assembly source code used for the keyboard interrupt
- >(int09) and the timer interrupt (int1C) in our games:
-
- Just a slight warning and appeal for information. This is very good
- code, but we have recieved a small number of people who have systems
- on which the key code for Netspace doesn't work. We haven't been able
- to duplicate the problem ourselves to try to fix it. The people with
- problems seem to be running fairly complex setups (e.g. DR-DOS and QEMM and
- various other memory managers). We haven't been able to track down a single
- cause for the problem. If you get this code and it doesn't work for your
- setup, please mail me with information concerning your set-up. Even better,
- if you find what is causing the problem please let me know.
- Again, this _is_ good code. It works on 99.9% of the computers which
- run Netspace/Xspace. I simply would like to try to find the cause for that
- .1% problem. :^)
-
- -Jon (jonm@ncsa.uiuc.edu)
-
-