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Mail Archives: djgpp/1997/01/25/12:41:17

From: jlouwere AT galaxy DOT csc DOT calpoly DOT edu (Jan Louwerens)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: X-mode
Date: 24 Jan 1997 22:16:04 GMT
Organization: Cal Poly Computer Science Dept.
Lines: 18
Message-ID: <5cbcb4$j14@waldorf.csc.calpoly.edu>
References: <01bc07f9$fa24d420$a3f80f82 AT default>
NNTP-Posting-Host: galaxy.csc.calpoly.edu
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Don (6dcb AT qlink DOT queensu DOT ca) wrote:
: 	I'm writing my first game in Djgpp and I'm trying to use Mode-X because of
: the many advantages.  The only thing I don't like is the non-linear
: addressing.  Whenever you plot a pixel you have to select the bit-plane
: right?!  Okay I wrote a function to do that, but obviously it is somewhat
: slower than say a 13h function.  My biggest problem is blitting.  How can I
: blit in mode X without plotting one pixel at a time (as apposed to a say
: memcpy command to blit whole lines).  Basically I want a fast and easy way
: to copy a buffer containing an image to the video buffer in mode-X.  Maybe
: that's not possible, maybe I should try VESA programming??  Any help would
: be appreciated.  

If you convert all of your sprites to a planar format, you can enable all 
four planes at the same time and blit the sprite 4 pixels at a time. This 
would be faster than doing it one pixel at a time.

JL

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