--------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00005Date: 08/03/97 From: MATHIEU BOUCHARD Time: 04:43am \/To: BRIAN MCCLOUD (Read 1 times) Subj: mode X BM> Depends on what you're doing with them... long horizontal lines of the BM> same color can go pretty fast in 16-color mode... in 256-color mode too. doesn't depend on the 16/256 color distinction, rather on the use of planes. BM> know for sure that they're the same color are faster in 256-color mode. I'm wondering, do non-plane 16-color modes exists?... it would make sense. BM> Personally, I prefer the 256-color mode... have you tried to write a BM> GetPixel BM> routine in EGA?? That takes either 4 or 16 reads, depending on how you hmm I'll have to check about this, i'm curious about the 16 one; 4, figured that one easily; maybe there's a 1-read too, but i'll have to browse my docs... how often do you GetPixel?? BM> it... I suppose you might be able to take advantage of the EGA card to BM> do special image mapping routines... Besides, thinking you were talking only about the 16/256 color distinction, thought that everywhere a planed 256 is fast, a planed 16 is twice as fast because it's twice less data; but there is the disposition scheme consideration... a pixel in 16-color is on all planes at once while it's on 1 plane in 256-color. matju --- Terminate 4.00/Pro * Origin: The Lost Remains Of SatelliteSoft BBS (1:163/215.42) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00006Date: 08/11/97 From: MATHIEU BOUCHARD Time: 03:21pm \/To: FRANOIS FUSTIN (Read 1 times) Subj: V86 et Protected mode FF> Is there somebody can explain me the difference between V86 mode and the FF> protected mode? first of all, protected mode is a CPU mode, whereas V86 is a task mode. You set up protected mode, you launch a few protected native tasks, and a few V86 ones if you like. That's how OS/2, MSWin, & Linux+dosemu work (I think). matju --- Terminate 4.00/Pro * Origin: The Lost Remains Of SatelliteSoft BBS (1:163/215.42) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00007Date: 08/11/97 From: YVES CHARRON Time: 04:19pm \/To: REJEAN LAMBERT (Read 1 times) Subj: Re: SoundBlaster multiple output ?! RL> Hello all :) RL> RL> I've recently jumped into the fun world of PC sound programming. I read RL> somewhere in my SbPro manuals that the card has 4 sound channels, either RL> 2-left 2-right, or all 4-mono. Any coder with an IQ >2 would see the benef RL> of using these hardware channels instead of mixing the stuff in software.. RL> question is: How do I tell the SB which channel(s) to use ? I get the RL> feeling this is going to be like Vesa programming, replacing the video bank RL> with sound banks or something.. RL> RL> Any info, or directions toward some detailed info would be greatly RL> appreciated. RL> RL> L8trz. Nope, you misread. There is onlt ONE digital channel for sound output, BUT different ways of interpreting the channel. STEREO, MONO... --- GEcho 1.00 * Origin: Glow in the Dark BBS ... flickering in!! (1:163/115) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00008Date: 08/11/97 From: MATHIEU BOUCHARD Time: 06:14pm \/To: REJEAN LAMBERT (Read 1 times) Subj: SoundBlaster multiple output ?! RL> I've recently jumped into the fun world of PC sound programming. I read RL> somewhere in my SbPro manuals that the card has 4 sound channels, either RL> 2-left 2-right, or all 4-mono. Any coder with an IQ >2 would see the uhuhuhuuuuuuuuh??? afaik, sbpro has 1-left 1-right input, and 1-left 1-right output. that's what i've been hearing for years, literally. matju --- Terminate 4.00/Pro * Origin: The Lost Remains Of SatelliteSoft BBS (1:163/215.42) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00009Date: 08/11/97 From: THOMAS HABETS Time: 02:54pm \/To: HERMAN SCHONFELD (Read 1 times) Subj: rendering! TH>> I've read somewhere that DOOM uses raycasting (like Wolf3d) TH>> but double. HS> There is no truth to that at all. Whatever you read in PCGPE, HS> ignore it. Doom works like this. [...] So there is no raycasting at all in DOOM? --- * Origin: Earth is 98% full...please delete anyone you can. (2:201/293.22) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECG00010Date: 08/11/97 From: BARRY BLOCK Time: 09:17pm \/To: ALL (Read 1 times) Subj: scroller Hello all, Here is a simple scroller I found. I don't know how it works, but tried to make it as readable as possible. A86 can handle it. ===cut=== ;scrollr.asm .Radix 16 Org 100h Mov Al,13h Int 10h ;CRT:BIOS Video Services Mov Bp,0100h Cli L0: Mov Dx,03dah L1: In Al,Dx ;CGA adapter; XT & AT; ; video subsystem PS/2 Test Al,08 Je L1 Mov Ax,0a000h Mov Es,Ax Mov Ds,Ax Mov Cl,09 Mov Bx,6402h L2: Push Cx Mov Si,Bx Add Si,04 Mov Di,Bx Mov Cl,9fh Rep Movsw Add Bx,0500h Pop Cx Loop L2 Xor Si,Si Mov Es,Word Ptr Cs:D2 ; L3: Mov Bx,0fa6eh Add Bx,Bp Mov Al,Byte Ptr Es:[Bx+Si] And Al,Byte Ptr Cs:D1 Je L5 Mov Bx,653fh Xor Di,Di L4: Add Bx,0500h Inc Di Cmp Si,Di Jge L4 Mov Cx,Si Add Cl,19h Mov Byte Ptr [Bx],Cl L5: Inc Si Cmp Si,08 Jne L3 Push Cs Pop Ds Ror Byte Ptr Ds:D1,1 Cmp Byte Ptr Ds:D1,80h Jne L8 L6: Inc Word Ptr Ds:D3 Mov Si,Word Ptr Ds:D3 Mov Al,Byte Ptr Ds:text[Si] Cmp Al,00 ;end of text? Jne L7 Xor Word Ptr Ds:D3,Si Jmp Short L6 L7: Mov Bl,08 Mul Bl Mov Bp,Ax L8: In Al,60h ;AT & PS/2=keyboard Cmp Al,01 ;is ESC pressed? Je L9 ; yes Jmp Near Ptr L0 ; no L9: Sti Mov Ax,0003h ;mode 3 Int 10h ;CRT:BIOS Video Services Mov Ah,4ch ;DOS:terminate program Int 21h ;----------------------------------------------------- D1 Db 80 D2 Dw 0f000 D3 Dw 00 text Db ' Hello Folks......' Db 'Lots more text......' Db 'Well,...See Ya! ' Db 00 ;end of text marker ===cut=== Kind regards, Barry --- Terminate 4.00/Pro * Origin: EBO-BBS A'dam +31-20-6002828 (2:280/901.42) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECH00000Date: 08/11/97 From: SAM IZZO Time: 04:35pm \/To: THOMAS HABETS (Read 1 times) Subj: rendering! TH> I've read somewhere that DOOM uses raycasting (like Wolf3d) but TH> double. One along the ceiling and one along the floor. Is there any TH> truth to that? Hmm... No, I don't think so.. I'm pretty sure that it just does basically 3d to 2d transforms etc, and rotates all the points in two dimensions.. Unless they did some kinda raycasting technique for the floors and ceilings, but, again, I'm not sure, but I think not.. Unfortunately, I don't think iD would be willing to answer such questions, (then again, maybe they would) Oh, actually, it IS wide known that DOOM uses BSP trees, and I can't quite see how they'd fit in with raycasting, because raycasting basically takes care of all the hidden surfaces etc for you, as that's what the algorithm is all about, drawing what you can see by tracing invisible rays through maps etc.. So, yeh, I think it doesn't use raycasting.. Sam --- FMail/386 1.20+ * Origin: Comms Barrier BBS +61.3.9585.1112, +61.3.9583.6119 (3:632/533) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECH00001Date: 08/11/97 From: SAM IZZO Time: 04:37pm \/To: MATHIEU BOUCHARD (Read 1 times) Subj: rendering! MB> what do you call 'codewise'?... this system is visually based on true MB> perspective. Doesn't have to be 3-d 'codewise'. I wrote a fractal ahh right, well, I meant that they're all 3d visually, but Wolf doesn't do any 3d rotations, transforms, etc.. MB> 3-d. the original math stuff is based on 3-d true perspective. MB> Wolf's too, even though the code might have been simplified yeh, I see what you mean.. Sam --- FMail/386 1.20+ * Origin: Comms Barrier BBS +61.3.9585.1112, +61.3.9583.6119 (3:632/533) --------------- FIDO MESSAGE AREA==> TOPIC: 145 ASSEMBLY LANG. Ref: ECH00002Date: 08/10/97 From: BRIAN MCCLOUD Time: 08:46pm \/To: DANIEL MORENO (Read 1 times) Subj: mode X BM> a GetPixel routine in EGA?? That takes either 4 or 16 reads, depending BM> on how you do it... I suppose you might be able to take advantage of the BM> EGA card to do special image mapping routines... maybe you could show me BM> some examples of this "optimized" 16-color graphics. DM> Some effects are simply imposible in modes other than 16-color. Really?? Can you give me some SPECIFIC examples? * OLX 2.2 * I am Number 6 of Borg. Why I resigned is irrelevant. --- PCBoard (R) v15.3/M 10 * Origin: Next time, Dial The Wrong Number! (209) 943-1880 (1:208/205)