Xref: utzoo comp.sys.ibm.pc.hardware:3921 comp.os.msdos.misc:826 Path: utzoo!censor!geac!torsqnt!news-server.csri.toronto.edu!cs.utexas.edu!usc!zaphod.mps.ohio-state.edu!rpi!sigma From: sigma@pawl.rpi.edu (Kevin J Martin) Newsgroups: comp.sys.ibm.pc.hardware,comp.os.msdos.misc Subject: Re: CGA 16-color mode AND rare questions Message-ID: Date: 17 Dec 90 18:02:14 GMT References: <1990Dec17.005334.383@iowasp.physics.uiowa.edu> <78524@iuvax.cs.indiana.edu> Organization: Rensselaer Polytechnic Institute, Troy NY Lines: 23 Nntp-Posting-Host: pawl1.pawl.rpi.edu bobmon@iuvax.cs.indiana.edu (RAMontante) writes: >The CGA "16-color low-resolution mode" is the text mode. You get character >graphics. The 16 colors are really eight colors, each available in two >intensities; but the bright intensity is only available for the foreground, >i.e. the characters. If you try to put the background into high intensity >the display makes the foreground blink instead. (Actually I think you can >reprogram the display adapter to provide high-intensity background, but it >doesn't seem all that valuable a thing to do.) No, there really is a 160x100x16 graphics mode on the CGA! I've seen it used in several old games like Breakout and Moonbase. I forget the exact settings for the ports, but you can probably find it in several books on IBM PC graphics, especially the slightly older ones, which would mention this mode as if it were the cutting edge of graphics technology. It flickered on some monitors, and of course you couldn't pick any colors other than the basic sixteen (basic eight plus high intensities), but hey, not bad for CGA. -- Kevin Martin sigma@rpi.edu "i feel true blue and real"