Xref: utzoo rec.games.programmer:2201 comp.os.msdos.programmer:865 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!aplcen!haven!adm!cmcl2!kramden.acf.nyu.edu!brnstnd From: brnstnd@kramden.acf.nyu.edu (Dan Bernstein) Newsgroups: rec.games.programmer,comp.os.msdos.programmer Subject: Re: A big map with scrolling. How??? Message-ID: <22959:Sep1121:23:5590@kramden.acf.nyu.edu> Date: 11 Sep 90 21:23:55 GMT References: <25223@megaron.cs.arizona.edu> Organization: IR Lines: 19 In article <25223@megaron.cs.arizona.edu> gudeman@cs.arizona.edu (David Gudeman) writes: > In article <20299:Sep1114:53:0290@kramden.acf.nyu.edu> brnstnd@kramden.acf.nyu.edu (Dan Bernstein) writes: > ]... I don't remember the exact dimensions of > ]the maze, but it was somewhat wider than the screen and much longer. > I suspect that you are dis-remembering the dimensions and the actual > width was the same as the screen width. I don't know of any way to > use this technique with a map width different from the screen width. > But if you do, please describe it. I'm quite sure it was wider than the screen (the game would have been really silly otherwise). The CGA let you set the virtual text screen width to practically any number. I think small values messed up the horizontal retrace, but large values were fine. I'll go find the code if you'd like. (What, don't you have a Technical Reference from DOS 1.00? Ya know, back in the days when the manual had a full BIOS listing? [grin]) ---Dan