Xref: utzoo rec.games.programmer:3436 comp.os.msdos.programmer:4713 Newsgroups: rec.games.programmer,comp.os.msdos.programmer Path: utzoo!utgpu!watserv1!watcgl!anicolao From: anicolao@watcgl.waterloo.edu (Alex Nicolaou) Subject: Re: Write Mode 1 on EGA/VGA cards Message-ID: <1991Apr17.154316.9832@watcgl.waterloo.edu> Organization: University of Waterloo References: <1991Apr15.061148.29923@watcgl.waterloo.edu> <28041@uflorida.cis.ufl.EDU> <1991Apr17.135925.9063@bhpmrl.oz.au> Date: Wed, 17 Apr 1991 15:43:16 GMT Lines: 31 In article <1991Apr17.135925.9063@bhpmrl.oz.au> paulg@bhpmrl.oz.au (Paul Gallagher) writes: > >Do it ALL in asm. I thought good graphics were ONLY done in assembler! ** Well, impressive ANIMATION for the amazingly pathetic graphics cards currently available for IBM PCs and compatibles does require a good solid knowledge of assembly. But I don't have the time or patience to work on the fastest routines possible; the Borland BGI stuff is quite fast (better than BIOS) and affords me some device independance. I'm not interested in changing my code for each new graphics standard that comes around. And since at the moment I don't want to animate, I am safe in my choice of tools. However, I won't contest that the moving of the image from an off-screen area onto the screen is a task that requires assembly code; as of yet, I haven't received even one response which contains code that can do this :-(. >I'm convinced there's a forgotten market out there for good animation etc >that CAN run on an XT. ** The market for games is small small small. When was the last time you BOUGHT a game? I imagine it is only the established games companies that can afford to create libraries good enough to run from an XT upwards. > >Take a look at Michael Abrash's "Power Graphics Programming" though, and ** Thanks for the book reference! I'll try to find it. (If you've keyed in code that does what I need I'd love to see it in my mailbox!). > alex