Re: Waiting for a retrace & svga
- Posted by Ralf Nieuwenhuijsen <nieuwen at POP.XS4ALL.NL> Jun 29, 1997
- 678 views
> wait_retrace isn't a procedure anymore. > it must be called using "call(wait_retrace)" > > Hope this helps It sure does... Its will be included in my routines.. Does anybody know how to read & write to the vide memory in svga modes correctly. What are the rules for a location of a pixel then? I think i could easily write a routine which converts my compiled sprites to compiled sprites for svga modes. (if the screwed up location is the only thing!) All the virtual screen handling is now done.. And most sprite routines are done.. A see-thourgh sprite of 13 by 10 can be copyd to a virtual screen about 5.000 times per sec. If i remove some see-thourght pixels it even comes to 20.000 per sec. However with a see-thourgh sprite like in most games, it's about 1.500 / 2.000 sprites per sec. With full screen copy and screen clear after EACH sprite i still have a frame rate of 170 frames per sec!!!! Can you imagine how it would be if you only copy & clear the screen each 100 sprites or so...?? Well it was all measured in video mode 19 on my P-60 with memory screens. (When you create one you can say what type it is.. all routines work with all types!!) However all the routines work just as well in any other mode. You just have to initialize it for the mode and after that all routines work nicely. It automatically initializes for the current video mode when it is included. I am thinking of writing a routine that draws a sprites on a virtual screen and keep a record of which sections the sprites were drawn. Then it should copy only those parts of the virtual screen to the monitor and then restore the sections in the virtual screen. Well i hope it is totally finished toninght!! Thank you, Pete, for the asm-code... Ralf Nieuwenhuijsen nieuwen at xs4all.nl