5 * (C)1993 Ztiff Zox Softwear
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7 * Simple graphics library to accompany the article
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9 * INTRODUCTION TO MODE X.
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11 * This library provides the basic functions for initializing and using
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12 * unchained (planar) 256-color VGA modes. Currently supported are:
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17 * Functions are provided for:
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19 * - initializing one of the available modes
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20 * - setting the start address of the VGA refresh data
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21 * - setting active and visible display pages
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22 * - writing and reading a single pixel to/from video memory
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24 * The library is provided as a demonstration only, and is not claimed
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25 * to be particularly efficient or suited for any purpose. It has only
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26 * been tested with Borland C++ 3.1 by the author. Comments on success
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27 * or disaster with other compilers are welcome.
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29 * This file is public domain. Do with it whatever you'd like, but
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30 * please don't distribute it without the article.
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32 * Thanks go out to various helpful netters who spotted the 0xE7 bug
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33 * in the set320x240x256() function!
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35 * Modified by sparky4 so it can be compiled in open watcom ^^
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42 * We 'require' a large data model simply to get rid of explicit 'far'
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43 * pointers and compiler specific '_fmemset()' functions and the likes.
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45 #if !defined(__COMPACT__)
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46 # if !defined(__LARGE__)
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47 # if !defined(__HUGE__)
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48 # error Large data model required! Try compiling with 'wcc -0 -ml lib.c'.
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57 //code from old library!
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59 #include "dos_gfx.h"
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60 #include "lib\x\modex.h"
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63 //color
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67 int bakax = 0, bakay = 0;
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68 int xx = rand()&0%320, yy = rand()&0%240, sx = 0, sy = 0;
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72 * Comment out the following #define if you don't want the testing main()
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78 * Define the port addresses of some VGA registers.
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80 #define CRTC_ADDR 0x3d4 /* Base port of the CRT Controller (color) */
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82 #define SEQU_ADDR 0x3c4 /* Base port of the Sequencer */
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83 #define GRAC_ADDR 0x3ce /* Base port of the Graphics Controller */
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87 * Make a far pointer to the VGA graphics buffer segment. Your compiler
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88 * might not have the MK_FP macro, but you'll figure something out.
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90 byte *vga = (byte *) MK_FP(0xA000, 0);
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92 //fontAddr = getFont();
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95 * width and height should specify the mode dimensions. widthBytes
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96 * specify the width of a line in addressable bytes.
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98 unsigned width, height, widthBytes;
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101 * actStart specifies the start of the page being accessed by
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102 * drawing operations. visStart specifies the contents of the Screen
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103 * Start register, i.e. the start of the visible page.
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105 unsigned actStart, visStart;
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108 * set320x200x256_X()
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109 * sets mode 13h, then turns it into an unchained (planar), 4-page
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110 * 320x200x256 mode.
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112 void set320x200x256_X(void)
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116 /* Set VGA BIOS mode 13h: */
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118 int86(0x10, &r, &r);
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120 /* Turn off the Chain-4 bit (bit 3 at index 4, port 0x3c4): */
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121 outpw(SEQU_ADDR, 0x0604);
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123 /* Turn off word mode, by setting the Mode Control register
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124 of the CRT Controller (index 0x17, port 0x3d4): */
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125 outpw(CRTC_ADDR, 0xE317);
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127 /* Turn off doubleword mode, by setting the Underline Location
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128 register (index 0x14, port 0x3d4): */
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129 outpw(CRTC_ADDR, 0x0014);
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131 /* Clear entire video memory, by selecting all four planes, then
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132 writing 0 to entire segment. */
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133 outpw(SEQU_ADDR, 0x0F02);
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134 memset(vga+1, 0, 0xffff); /* stupid size_t exactly 1 too small */
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137 /* Update the global variables to reflect dimensions of this
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138 mode. This is needed by most future drawing operations. */
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142 /* Each byte addresses four pixels, so the width of a scan line
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143 in *bytes* is one fourth of the number of pixels on a line. */
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144 widthBytes = width / 4;
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146 /* By default we want screen refreshing and drawing operations
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147 to be based at offset 0 in the video segment. */
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148 actStart = visStart = 0;
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151 --------------------
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152 HORIZONTAL SCROLLING
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153 --------------------
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154 Horizontal scrolling is essentially the same as vertical scrolling, all
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155 you do is increment or decrement the VGA offset register by 1 instead of
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156 80 as with vertical scrolling.
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158 However, horizontal scrolling is complicated by two things
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160 1. Incrementing the offset register by one actually scrolls by FOUR
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161 pixels (and there are FOUR planes on the VGA, what a coincidence)
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163 2. You can't draw the image off the screen and then scroll it on
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164 because of the way the VGA wraps to the next row every 80 bytes
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165 (80 bytes * 4 planes = 320 pixels), if you tried it, you would
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166 actually be drawing to the other side of the screen (which is
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169 I'll solve these problems one at a time.
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171 Firstly, to get the VGA to scroll by only one pixel you use the horizontal
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172 pixel panning (HPP) register. This register resides at
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177 and in real life, you use it like this
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179 ----------------- Pixel Panning ---------------
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180 IN PORT 3DAH (this clears an internal
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181 flip-flop of the VGA)
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182 OUT 13H TO PORT 3C0H
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183 OUT value TO PORT 3C0H (where "value" is the
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184 number of pixels to offset)
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185 -----------------------------------------------
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188 outpw(0x3C0, 0x13);
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189 outpw(0x3C0, 0x58);
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194 * setActiveStart() tells our graphics operations which address in video
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195 * memory should be considered the top left corner.
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197 void setActiveStart(unsigned offset)
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203 * setVisibleStart() tells the VGA from which byte to fetch the first
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204 * pixel when starting refresh at the top of the screen. This version
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205 * won't look very well in time critical situations (games for
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206 * instance) as the register outputs are not synchronized with the
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207 * screen refresh. This refresh might start when the high byte is
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208 * set, but before the low byte is set, which produces a bad flicker.
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210 void setVisibleStart(unsigned offset)
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213 outpw(CRTC_ADDR, 0x0C); /* set high byte */
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214 outpw(CRTC_ADDR+1, visStart >> 8);
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215 outpw(CRTC_ADDR, 0x0D); /* set low byte */
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216 outpw(CRTC_ADDR+1, visStart & 0xff);
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220 * setXXXPage() sets the specified page by multiplying the page number
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221 * with the size of one page at the current resolution, then handing the
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222 * resulting offset value over to the corresponding setXXXStart()
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223 * function. The first page is number 0.
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225 void setActivePage(int page)
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227 setActiveStart(page * widthBytes * height);
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230 void setVisiblePage(int page)
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232 setVisibleStart(page * widthBytes * height);
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235 void putPixel_X(int x, int y, byte color)
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237 /* Each address accesses four neighboring pixels, so set
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238 Write Plane Enable according to which pixel we want
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239 to modify. The plane is determined by the two least
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240 significant bits of the x-coordinate: */
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242 outp(0x3c5, 0x01 << (x & 3));
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244 /* The offset of the pixel into the video segment is
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245 offset = (width * y + x) / 4, and write the given
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246 color to the plane we selected above. Heed the active
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247 page start selection. */
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248 vga[(unsigned)(widthBytes * y) + (x / 4) + actStart] = color;
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252 byte getPixel_X(int x, int y)
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254 /* Select the plane from which we must read the pixel color: */
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255 outpw(GRAC_ADDR, 0x04);
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256 outpw(GRAC_ADDR+1, x & 3);
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258 return vga[(unsigned)(widthBytes * y) + (x / 4) + actStart];
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262 void set320x240x256_X(void)
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264 /* Set the unchained version of mode 13h: */
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265 set320x200x256_X();
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267 /* Modify the vertical sync polarity bits in the Misc. Output
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268 Register to achieve square aspect ratio: */
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271 /* Modify the vertical timing registers to reflect the increased
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272 vertical resolution, and to center the image as good as
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274 outpw(0x3D4, 0x2C11); /* turn off write protect */
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275 outpw(0x3D4, 0x0D06); /* vertical total */
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276 outpw(0x3D4, 0x3E07); /* overflow register */
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277 outpw(0x3D4, 0xEA10); /* vertical retrace start */
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278 outpw(0x3D4, 0xAC11); /* vertical retrace end AND wr.prot */
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279 outpw(0x3D4, 0xDF12); /* vertical display enable end */
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280 outpw(0x3D4, 0xE715); /* start vertical blanking */
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281 outpw(0x3D4, 0x0616); /* end vertical blanking */
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283 /* Update mode info, so future operations are aware of the
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290 /*-----------XXXX-------------*/
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292 void putColorBox_X(int x, int y, int w, int h, byte color) {
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297 for (curx=x; curx<(x+w); curx++) {
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298 outp(0x3c5, 0x01 << (curx & 3));
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299 drawptr = (unsigned)(widthBytes * y) + (curx / 4) + actStart;
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300 for (cury=0; cury<h; cury++) {
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301 vga[drawptr] = color;
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302 drawptr += widthBytes;
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307 void vScroll(int rows)
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309 // Scrolling = current start + (rows * bytes in a row)
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310 setVisibleStart(visStart + (rows * width));
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313 void scrolly(int bong)
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321 for(int ti=0;ti<TILEWH;ti++)
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328 To implement smooth horizontal scrolling, you would do the following:
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330 -------------- Horizontal Scrolling ------------
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331 FOR X = 0 TO 319 DO
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332 SET HPP TO ( X MOD 4 )
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333 SET VGA OFFSET TO ( X/4 )
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335 ------------------------------------------------
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337 Okay, no problem at all (although I think you might have to fiddle
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338 around with the HPP a bit to get it right...try different values and
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341 So, the next problem is with drawing the images off the screen where
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342 they aren't visible and then scrolling them on!!! As it turns out,
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343 there's yet ANOTHER register to accomplish this. This one's called the
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344 offset register (no, not the one I was talking about before, that one
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345 was actually the "start address" register) and it's at
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350 and here's how to use it
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352 -------------- Offset Register ---------------
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353 OUT 13H TO PORT 3D4H
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354 OUT value TO PORT 3D5H
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355 ----------------------------------------------
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357 Now, what my VGA reference says is that this register holds the number
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358 of bytes (not pixels) difference between the start address of each row.
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359 So, in X-mode it normally contains the value 80 (as we remember,
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360 80 bytes * 4 planes = 320 pixels). This register does not affect the
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361 VISIBLE width of the display, only the difference between addresses on
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364 When we scroll horizontally, we need a little bit of extra working space
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365 so we can draw off the edge of the screen.
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367 Perhaps a little diagram will clarify it. The following picture is of a
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368 standard X-mode addressing scheme with the OFFSET register set to 80.
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371 0 0 ========================
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379 199 15920 ========================
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381 and the next diagram is of a modified addressing scheme with the OFFSET
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382 register set to 82 (to give us 4 extra pixels on each side of the screen)
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385 0 0 ------========================------
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388 .. .. | N S [ VISIBLE ] N S |
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389 | O I [ SCREEN ] O I |
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393 199 16318 ------========================------
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397 As with vertical scrolling, however, you still have the problem of when
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398 you reach the bottom of page 4...and it's fixed in the same manner.
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400 I haven't actually managed to get infinite horizontal scrolling working,
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401 but the method I have just stated will give you a horizontal scrolling
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402 range of over 200 screens!!!! So if you need more (which is extremely
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403 unlikely), figure it out yourself.
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409 To do both horizontal and vertical scrolling, all you have to do is combine
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410 the two methods with a few little extras (it's always the way isn't it).
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412 You have to start off with the original screen on the current page and the
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413 next page as well. When you scroll horizontally, you have to draw the edge
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414 that's coming in to the screen to BOTH pages (that means you'll be drawing
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415 the incoming edge twice, once for each page). You do this so that when you
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416 have scrolled vertically down through a complete page, you can jump back
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417 to the first page and it will (hopefully) have an identical copy, and you
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418 can then continue scrolling again.
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420 I'm sorry about this being so confusing but it's a bit difficult to explain.
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424 //---------------------------------------------------
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426 // Use the bios to get the address of the 8x8 font
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428 // You need a font if you are going to draw text.
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437 memset(&rg, 0, sizeof(rg));
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446 return (int far *)MK_FP(seg, off);
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449 void drawChar(int x, int y, int color, byte c)
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453 int far *font = getFont() + (c * 8);
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455 for (i = 0; i < 8; i++)
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458 for (j = 0; j < 8; j++)
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462 //pixel(x + j, y + i, color);
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463 putPixel_X(x + j, y + i, color);
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471 void drawText(int x, int y, int color, byte string)
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475 drawChar(x, y, color, string);
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481 /////////////////////////////////////////////////////////////////////////////
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483 // setvideo() - This function Manages the video modes //
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485 /////////////////////////////////////////////////////////////////////////////
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486 void setvideo(/*byte mode, */int vq){
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487 union REGS in, out;
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489 if(!vq){ // deinit the video
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490 // change to the video mode we were in before we switched to mode 13h
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492 in.h.al = old_mode;
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493 int86(0x10, &in, &out);
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495 }else if(vq == 1){ // init the video
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496 // get old video mode
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498 int86(0x10, &in, &out);
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499 old_mode = out.h.al;
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502 set320x240x256_X();
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506 /////////////////////////////////////////////////////////////////////////////
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508 // cls() - This clears the screen to the specified color, on the VGA or on //
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509 // the Virtual screen. //
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511 /////////////////////////////////////////////////////////////////////////////
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512 void cls(byte color, byte *Where){
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513 _fmemset(Where, color, width*(height*17));
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516 //color
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518 if(gq < NUM_COLORS){
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525 //color
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528 //---- cls(gq, vaddr);
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535 //slow spectrum down
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539 //plotpixel(xx, yy, coor, vga);
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540 //ppf(sx, sy, coor, vga);
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541 putPixel_X(sx, sy, coor);
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542 //printf("%d %d %d %d\n", sx, sy, svq, coor);
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547 if(svq == 7) coor++;
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548 if(sy == height && svq == 8) coor = rand()%NUM_COLORS;
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553 /*-----------ding-------------*/
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560 if((height)<yy<(height*2)){
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564 if((height*2)<yy<(height*3)){
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570 //++++ if(q <= 4 && q!=2 && gq == BONK-1) coor = rand()%HGQ;
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574 ) && gq == BONK-1){
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575 if(coor < HGQ && coor < LGQ) coor = LGQ;
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579 bakax = rand()%3; bakay = rand()%3;
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583 if(q == 8){ colorz(); return gq; }else
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584 if(q == 10){ ssd(q); /*printf("%d\n", coor);*/ }else
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585 if(q == 5){ colortest(); return gq; }else
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586 if(q == 11){ colorz(); delay(100); return gq; }
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588 coor = rand()%NUM_COLORS;
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589 //---- cls(coor, vaddr);
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594 if(q == 7 || q== 9){
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597 if(q == 9){ ssd(q); coor++; }
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601 if((q<5 && gq<BONK) || (q==16 && gq<BONK)){ // the number variable make the colors more noticable
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603 if(xx==width){bakax=0;}
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604 if(xx==0){bakax=1;}
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605 if(yy==height){bakay=0;}
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606 if(yy==0){bakay=1;}
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608 if(xx!=width||yy!=height){
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609 if(xx==0){bakax=1;bakay=-1;d3y=1;}
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610 if(yy==0){bakax=1;bakay=0;d3y=1;}
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611 if(xx==width){bakax=-1;bakay=-1;d3y=1;}
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612 if(yy==height){bakax=1;bakay=0;d3y=1;}
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613 }else if(xx==width&&yy==height) xx=yy=0;
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665 if(xx<(0/*-TILEWH*/)) xx=(width/*+TILEWH*/);
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666 if(yy<0) yy=(height*3);
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667 if(xx>(width/*+TILEWH*/)) xx=(0/*-TILEWH*/);
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668 if(yy>(height*3)) yy=0;
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671 //interesting effects
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677 putPixel_X(tx, ty, coor);
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678 //drawrect(tx, ty, tx+TILEWH, ty+TILEWH, coor);
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679 //printf("%d %d %d %d %d %d\n", xx, yy, tx, ty, TILEWH);
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682 //---- ppf(xx, yy, coor, vga);
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683 }else /*if(xx>=0 && xx<width && yy>=0 && yy<(height*3))*/{
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684 // putColorBox_X(xx, yy, TILEWH, TILEWH, coor);
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686 putPixel_X(xx, yy, coor);
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689 //---- if(q==2) ppf(rand()%, rand()%height, 0, vga);
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690 // if(q==2) putColorBox_X(rand()%width, rand()%(height*3), TILEWH, TILEWH, 0);
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692 if(q==2) putPixel_X(rand()%width, rand()%(height*3), 0);
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693 if(q==16) putPixel_X(rand()%width, rand()%(height*3), 0);
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694 if(q==2||q==4||q==16){ bakax = rand()%3; bakay = rand()%3; }
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696 //if(xx<0||xx>320||yy<0||yy>(height*3))
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697 // printf("%d %d %d %d %d %d\n", xx, yy, coor, bakax, bakay, getPixel_X(xx,yy));
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698 // printf("%d\n", getPixel_X(xx,yy));
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700 // drawText(0, 0, 15, getPixel_X(xx,yy));
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707 * The library testing routines follows below.
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718 int p, x, y, pages;
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720 /* This is the way to calculate the number of pages available. */
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721 pages = 65536L/(widthBytes*height); // apparently this takes the A000 address
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723 printf("%d\n", pages);
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725 for (p = 0; p <= pages; ++p)
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729 /* On each page draw a single colored border, and dump the palette
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730 onto a small square about the middle of the page. */
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733 for (x = 0; x <= width; ++x)
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735 putPixel_X(x, 0, p+1);
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736 if(p!=pages) putPixel_X(x, height-1, p+1);
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737 else putPixel_X(x, 99-1, p+1);
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740 for (y = 0; y <= height; ++y)
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742 putPixel_X(0, y, p+1);
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743 if(p!=pages) putPixel_X(width-1, y, p+1);
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744 else putPixel_X(width-1, y, p+1);
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747 for (x = 0; x < 16; ++x)
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748 for (y = 0; y < 16; ++y)
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749 putPixel_X(x+(p+2)*16, y+(p+2)*16, x + y*16);
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752 // drawText(0, 0, 15, p);
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756 /* Each pages will now contain a different image. Let the user cycle
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757 through all the pages by pressing a key. */
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758 for (p = 0; p <= pages; ++p)
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761 //drawText(0, 240, 15, "bakapi");
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768 * Library test (program) entry point.
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775 d=1; // switch variable
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776 key=4; // default screensaver number
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777 // puts("First, have a look at the 320x200 mode. I will draw some rubbish");
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778 // puts("on all of the four pages, then let you cycle through them by");
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779 // puts("hitting a key on each page.");
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780 // puts("Press a key when ready...");
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785 // puts("Then, check out Mode X, 320x240 with 3 (and a half) pages.");
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786 // puts("Press a key when ready...");
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794 /*while(d!=0){ // on!
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795 if(!kbhit()){ // conditions of screen saver
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799 // user imput switch
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800 printf("Enter 1, 2, 3, 4, or 6 to run a screensaver, or enter 5 to quit.\n", getch()); // prompt the user
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802 //if(key==3){xx=yy=0;} // crazy screen saver wwww
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807 while(!kbhit()){ // conditions of screen saver
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810 //end of screen savers
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813 while(!kbhit()){ // conditions of screen saver
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820 puts("Where to next? It's your move! wwww");
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821 printf("bakapi ver. 1.04.09.02\nis made by sparky4
\81i
\81\86\83Ö
\81\85\81j feel free to use it ^^\nLicence: GPL v2\n");
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