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-
- by Alec Thomas (Kestrel) of FORGE Software Australia
- (c9223826@cs.newcastle.edu.au)
-
-
- ------------
- INTRODUCTION
- ------------
- Okay, here it is fans (and air conditioners, open windows...geez I hate that
- joke!), how to do scrolling using either X-mode (and associated variants) and
- standard mode 13h (not hard but I thought I'd put it in anyway :) as well as
- the basics of parallax scrolling...
-
- First things first - X-mode. Throughout this little dissertation, I'm going
- to assume that you know the basics of X-mode (or mode-X or mode-Y or
- whatever you want to call it) such as how to get into it, how to set the
- offset register, etc. and just get on with the scrolling :) I'm not trying
- to teach you X-mode, but SCROLLING!!
-
- One further thing. I'm not saying that the methods I'll explain below are
- the best method of scrolling, I'm just showing how I got it to work myself
- in the hope that someone out there can use it. Anyway, enough of this crap,
- on with the STUFF!!!
-
- (just a little note, when I'm talking about rows, they number from 0-199 and
- the same with columns (except 0-319), etc. unless otherwise stated)
-
- ********************************************************************************
- * X-MODE SCROLLING *
- ********************************************************************************
- ------------------
- VERTICAL SCROLLING
- ------------------
- Ok, this is the easiest form of scrolling using the VGA hardware...fast and
- clean. The following example assumes you are using 320x200 X-mode with the
- visible page starting at the top of the first page (offset 0).
-
- To scroll what is on the screen up off the top, you simply add 80 (decimal)
- to the screen offset register. This causes the screen to jump up by one
- row. However, it also causes whatever is off the bottom of the screen
- (the next page!) to become visible...not a desireable effect.
-
- Easily fixed however. Draw the image you want to scroll, on the row that
- will scroll on. So, when the screen offset is changed to scroll the screen
- up, the new data is already there for all to see. Beautiful!!!
-
- ----------- Scrolling A (up) --------------
- OFFSET = 0
- WHILE NOT FINISHED DO
- OFFSET = OFFSET + 80
- DRAW TO ROW 200
- SET VGA OFFSET = OFFSET
- END WHILE
- -------------------------------------------
-
- Bzzzzz! Wrong! This works fine, until you have scrolled down to the
- bottom of page 4. Because you're effectively off the bottom of the VGA
- window (starting at segment A000h), you can't write to the rest of the
- VGA memory (if there is any - only SVGA's have more than 256K on board
- memory) and so, you'll be viewing garbage.
-
- No problem. The way around it is to only use two pages!!! "What?" I hear
- you say. In fact, by using only two pages for scrolling, you gain two
- major advantages: page flipping (because you're only using two pages for
- the actual scrolling, you can use the spare two to perform page flipping)
- and infinite scroll regions.
-
- You perform the infinite scrolling in exactly the same way as before, with
- two minor additions: after changing the offset register, you copy the row
- just scrolled on to the row just scrolled off. Also, after you have scrolled
- a full page, you reset the offset to the top of the original page.
-
- ----------- Scrolling B (up) --------------
- OFFSET = 0
- WHILE NOT FINISHED DO
- OFFSET = OFFSET + 80
- IF OFFSET >= (200 * 80) THEN OFFSET = 0
- DRAW TO ROW 200
- SET VGA OFFSET = OFFSET
- DRAW TO ROW -1 (was row 0 before scroll)
- END WHILE
- -------------------------------------------
-
- Ok, so that's how to do vertical scrolling, now on with horizontal scrolling.
-
-
-
- --------------------
- HORIZONTAL SCROLLING
- --------------------
- Horizontal scrolling is essentially the same as vertical scrolling, all
- you do is increment or decrement the VGA offset register by 1 instead of
- 80 as with vertical scrolling.
-
- However, horizontal scrolling is complicated by two things
-
- 1. Incrementing the offset register by one actually scrolls by FOUR
- pixels (and there are FOUR planes on the VGA, what a coincidence)
-
- 2. You can't draw the image off the screen and then scroll it on
- because of the way the VGA wraps to the next row every 80 bytes
- (80 bytes * 4 planes = 320 pixels), if you tried it, you would
- actually be drawing to the other side of the screen (which is
- entirely visible)
-
- I'll solve these problems one at a time.
-
- Firstly, to get the VGA to scroll by only one pixel you use the horizontal
- pixel panning (HPP) register. This register resides at
-
- PORT: 3C0H
- INDEX: 13h
-
- and in real life, you use it like this
-
- ----------------- Pixel Panning ---------------
- IN PORT 3DAH (this clears an internal
- flip-flop of the VGA)
- OUT 13H TO PORT 3C0H
- OUT value TO PORT 3C0H (where "value" is the
- number of pixels to offset)
- -----------------------------------------------
-
- To implement smooth horizontal scrolling, you would do the following:
-
- -------------- Horizontal Scrolling ------------
- FOR X = 0 TO 319 DO
- SET HPP TO ( X MOD 4 )
- SET VGA OFFSET TO ( X/4 )
- END FOR
- ------------------------------------------------
-
- Okay, no problem at all (although I think you might have to fiddle
- around with the HPP a bit to get it right...try different values and
- see what works :).
-
- So, the next problem is with drawing the images off the screen where
- they aren't visible and then scrolling them on!!! As it turns out,
- there's yet ANOTHER register to accomplish this. This one's called the
- offset register (no, not the one I was talking about before, that one
- was actually the "start address" register) and it's at
-
- PORT: 3D4H/3D5H
- OFFSET: 13H
-
- and here's how to use it
-
- -------------- Offset Register ---------------
- OUT 13H TO PORT 3D4H
- OUT value TO PORT 3D5H
- ----------------------------------------------
-
- Now, what my VGA reference says is that this register holds the number
- of bytes (not pixels) difference between the start address of each row.
- So, in X-mode it normally contains the value 80 (as we remember,
- 80 bytes * 4 planes = 320 pixels). This register does not affect the
- VISIBLE width of the display, only the difference between addresses on
- each row.
-
- When we scroll horizontally, we need a little bit of extra working space
- so we can draw off the edge of the screen.
-
- Perhaps a little diagram will clarify it. The following picture is of a
- standard X-mode addressing scheme with the OFFSET register set to 80.
-
- ROW OFFSET
- 0 0 ========================
- 1 80 [ ]
- 2 160 [ ]
- .. .. [ VISIBLE ]
- [ SCREEN ]
- [ ]
- [ ]
- .. .. [ ]
- 199 15920 ========================
-
- and the next diagram is of a modified addressing scheme with the OFFSET
- register set to 82 (to give us 4 extra pixels on each side of the screen)
-
- ROW OFFSET
- 0 0 ------========================------
- 1 82 | V [ ] V |
- 2 164 | I [ ] I |
- .. .. | N S [ VISIBLE ] N S |
- | O I [ SCREEN ] O I |
- | T B [ ] T B |
- | L [ ] L |
- .. .. | E [ ] E |
- 199 16318 ------========================------
-
- Beautiful!!!
-
- As with vertical scrolling, however, you still have the problem of when
- you reach the bottom of page 4...and it's fixed in the same manner.
-
- I haven't actually managed to get infinite horizontal scrolling working,
- but the method I have just stated will give you a horizontal scrolling
- range of over 200 screens!!!! So if you need more (which is extremely
- unlikely), figure it out yourself.
-
-
- ------------------
- COMBINED SCROLLING
- ------------------
- To do both horizontal and vertical scrolling, all you have to do is combine
- the two methods with a few little extras (it's always the way isn't it).
-
- You have to start off with the original screen on the current page and the
- next page as well. When you scroll horizontally, you have to draw the edge
- that's coming in to the screen to BOTH pages (that means you'll be drawing
- the incoming edge twice, once for each page). You do this so that when you
- have scrolled vertically down through a complete page, you can jump back
- to the first page and it will (hopefully) have an identical copy, and you
- can then continue scrolling again.
-
- I'm sorry about this being so confusing but it's a bit difficult to explain.
-
-
-
-
-
- ********************************************************************************
- * STANDARD VGA SCROLLING *
- ********************************************************************************
- Without X-mode, there is no easy way to do scrolling using the VGA hardware.
- So basically, you have to resort to redrawing the entire screen for every
- frame. Several popular games (Raptor and Mortal Kombat spring to mind)
- utilise this method with excellent effect, so it is quite effective.
-
- Basically all you do to implement this is redraw the screen every frame
- with a slightly different offset into the "map".
-
- The following bit of pseudo-code will scroll down and to the right
- through the map.
-
- ------------- Standard Scrolling ---------------
- X = 0
- Y = 0
- WHILE NOT FINISHED DO
- DRAW TO SCREEN( 0, 0 ) FROM MAP( X, Y )
- X = X + 1
- Y = Y + 1
- END WHILE
- ------------------------------------------------
-
-
-
-
-
- ********************************************************************************
- * PARALLAX SCROLLING *
- ********************************************************************************
- Parallax scrolling is when the "world" appears to have different levels
- of perspective. That is, images further away from the viewer move
- proportionately slower than images closer to the screen.
-
- To implement parallax scrolling, you need two or more "maps". You start
- from the most distant map and end with the closest map. When you scroll,
- you offset the map furthest away by the smallest value and the map
- closest to you by the largest value.
-
- The following pseudo-code implements a 3 level parallax scrolling world,
- scrolling (as above) down to the right.
-
- --------------- Parallax Scrolling ------------------
- X = 0
- Y = 0
- WHILE NOT FINISHED DO
- DRAW TO SCREEN( 0, 0 ) USING MAP_FAR AT ( X/4, Y/4 )
- DRAW TO SCREEN( 0, 0 ) USING MAP_MEDIUM AT ( X/2, Y/2 )
- DRAW TO SCREEN( 0, 0 ) USING MAP_NEAR AT ( X, Y )
- X = X + 4
- Y = Y + 4
- END WHILE
- -----------------------------------------------------
-
- Obviously, with parallax scrolling, each successive map shouldn't delete
- the previous map entirely. So you'll have to draw the maps using some
- sort of masking (masking being where you can see through the background
- colour to what was there previously).
-
-
- ********************************************************************************
- * DISCLAIMER *
- ********************************************************************************
- I'm sorry if any of this is confusing, but hey that's half the fun of it -
- figuring out what the hell I'm raving on about :)
-
- So, if you can figure it out, have fun and make games (preferably good ones!)
-
- Later,
- Kestrel => FORGE Software Australia
-