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#EF
#T15,1,Chapter 6 The Borland Graphics Interface Pg. 20
#HS,1,4,80,25,11,1
#C4,R5
~W~IVideo Pages And The BGI~Y~I
On the EGA and VGA adaptors, there is usually enough memory for at least
two video |pages|. This is especially true in the medium and lower
resolution modes.
#WN
#C4,R12
Lower resolution modes have more colors available, but there are fewer
pixels on the screen. This ok for most games. In most cases, people enjoy
arcade games more if they have lots of colors than if they have very high
resolution images. This is not always true, but it can be used as a rule
of thumb.
#WN
#C4,R18
We will be using multiple video pages in Space Attackers. To help us create
bitmaps that are properly scaled for the particular adaptor, we will draw
our bitmaps on the a |non-visual page| of memory while the user is looking
at the title screen and copyright notice on the |visual page|.
#WN
#C4,R23
The functions that give us access to video pages are summarized in
Figure 6.4.
#WN
%
#EF
#T15,1,Chapter 6 The Borland Graphics Interface Pg. 21
#HS,1,4,80,25,11,1
#C2,R5
~W~IFigure 6.4~Y~I
Summary Of The BGI
Video Page Control Functions
╔═══════════════════════════════════════════════════════════════════════════╗
║ ~W~IName Purpose~Y~I ║
╙───────────────────────────────────────────────────────────────────────────╜
setactivepage() Sets the page that all of the BGI functions will draw
to. This does not have to be the visual page. We can
draw to a page that is not currently on the screen.
setvisualpage() Sets the visual page. The visual page is the page
that can be seen on the screen.
#WP
#X