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- TABLE OF CONTENTS "GRAPHICS"
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- Chapter 1 "LOW LEVEL GRAPHICS"
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- 1.1 INTRODUCTION
- 1.2 CREATE A DISPLAY
- 1.2.1 GENERAL INFORMATION
- 1.2.1.1 HOW A MONITOR/TV WORK
- 1.2.1.2 INTERLACED
- 1.2.1.3 HIGH AND LOW RESOLUTION
- 1.2.1.4 PIXELS
- 1.2.1.5 COLOURS
- 1.2.2 DISPLAY ELEMENTS
- 1.2.2.1 RASTER
- 1.2.2.2 VIEW
- 1.2.2.3 VIEWPORT
- 1.2.2.4 BITMAP
- 1.2.3 CREATE A DISPLAY
- 1.2.3.1 VIEW
- 1.2.3.1.1 VIEW STRUCTURE
- 1.2.3.1.2 PREPARE A VIEW STRUCTURE
- 1.2.3.2 VIEWPORTS
- 1.2.3.2.1 VIEWPORT STRUCTURE
- 1.2.3.2.2 PREPARE A VIEWPORT STRUCTURE
- 1.2.3.3 COLORMAP
- 1.2.3.3.1 COLORMAP STRUCTURE
- 1.2.3.3.2 DECLARE AND INITIALIZE A COLORMAP STRUCTURE
- 1.2.3.3.3 SET THE RGB VALUES
- 1.2.3.3.4 DEALLOCATE THE COLOURMAP
- 1.2.3.4 BITMAP
- 1.2.3.4.1 BITMAP STRUCTURE
- 1.2.3.4.2 DECLARE AND INITIALIZE A BITMAP STRUCTURE
- 1.2.3.4.3 ALLOCATE RASTER
- 1.2.3.5 RASINFO
- 1.2.3.5.1 RASINFO STRUCTURE
- 1.2.3.5.2 DECLARE AND INITIALIZE A RASINFO STRUCTURE
- 1.2.3.6 MAKEVPORT()
- 1.2.3.7 MRGCOP()
- 1.2.3.8 LOADVIEW()
- 1.2.4 CLOSE A DISPLAY
- 1.2.5 EXAMPLE
- 1.3 DRAW
- 1.3.1 RASTPORT
- 1.3.1.1 RASTPORT STRUCTURE
- 1.3.1.2 PREPARE A RASTPORT
- 1.3.2 DRAWING PENS
- 1.3.3 DRAWING MODES
- 1.3.4 PATTERNS
- 1.3.4.1 LINE PATTERNS
- 1.3.4.2 AREA PATTERNS
- 1.3.4.3 MULTICOLOURED PATTERNS
- 1.3.5 BITPLANE MASK
- 1.3.6 DRAW SINGLE PIXELS
- 1.3.7 READ SINGLE PIXELS
- 1.3.8 POSITION THE CURSOR
- 1.3.9 TEXT
- 1.3.10 DRAW SINGLE LINES
- 1.3.11 DRAW MULTIPLE LINES
- 1.3.12 DRAW FILLED RECTANGLES
- 1.3.13 FLOOD FILL
- 1.3.14 DRAW FILLED AREAS
- 1.3.14.1 AREAINFO AND TMPRAS STRUCTURES
- 1.3.14.2 AREAMOVE(), AREADRAW() AND AREAEND()
- 1.3.14.3 TURN OFF THE OUTLINE FUNCTION
- 1.3.14.4 EXAMPLE
- 1.3.15 SET THE RASTER TO A SPECIFIC COLOUR
- 1.3.16 BLITTER
- 1.3.16.1 CLEAR RECTANGULAR MEMORY AREAS
- 1.3.16.2 SCROLL A RECTANGULAR AREA
- 1.3.16.3 COPY RECTANGULAR AREAS
- 1.4 FUNCTIONS
- 1.5 EXAMPLES
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- Chapter 2 "FONTS"
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- 2.1 INTRODUCTION
- 2.2 FONTS
- 2.3 ROM FONTS
- 2.3.1 TEXTATTR STRUCTURE
- 2.3.2 OPEN ROM FONTS
- 2.3.3 CLOSE ROM FONTS
- 2.4 DISK FONTS
- 2.4.1 DISKFONT LIBRARY
- 2.4.2 FINDING OUT WHICH FONTS ARE AVAILABLE
- 2.4.3 OPEN DISK FONTS
- 2.4.4 CLOSE DISK FONTS
- 2.5 USE THE NEW FONTS
- 2.5.1 HIGH LEVEL
- 2.5.2 LOW LEVEL
- 2.2.2 PRINT TEXT
- 2.6 STYLES
- 2.7 CREATING YOUR OWN FONTS
- 2.7.1 TEXTFONT STRUCTURE
- 2.7.2 FONT (CHARACTER) DATA
- 2.7.3 CHARACTER LOCATION
- 2.7.4 CHARACTER SPACE
- 2.7.5 CHARACTER KERNING
- 2.7.6 OUR OWN FONT EXAMPLE
- 2.8 FUNCTIONS
- 2.9 EXAMPLES
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- Chapter 3 "SPRITES"
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- 3.1 INTRODUCTION
- 3.2 LIMITATIONS
- 3.3 COLOURS
- 3.4 ACCESS HARDWARE SPRITES
- 3.4.1 SPRITE DATA
- 3.4.2 SIMPLESPRITE STRUCTURE
- 3.4.3 RESERVE A SPRITE
- 3.4.4 PLAY WITH THE SPRITE
- 3.4.5 FREE THE SPRITE
- 3.4.6 PROGRAM STRUCTURE
- 3.5 TECHNIQUES
- 3.5.1 WIDER SPRITES
- 3.5.2 MORE COLOURS
- 3.5.2.1 15 COLOURED SPRITE DATA
- 3.5.2.2 ATTACH SPRITES
- 3.5.2.3 MOVE ATTACHED SPRITES
- 3.5.3 LEVELS
- 3.6 FUNCTIONS
- 3.7 EXAMPLES
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- Chapter 4 "VSPRITES"
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- 4.1 INTRODUCTION
- 4.2 HOW VSPRITES WORK
- 4.2.1 LIMITATIONS
- 4.2.2 HOW TO AVOID THE LIMITATIONS
- 4.3 CREATE VSPRITES
- 4.3.1 VSPRITE DATA
- 4.3.2 VSPRITE STRUCTURE
- 4.3.3 COLOUR TABLE
- 4.3.4 GELSINFO STRUCTURE
- 4.3.5 INITIALIZE THE GELSINFO STRUCTURE
- 4.3.6 INITIALIZE THE VSPRITE STRUCTURE
- 4.3.7 ADD THE VSPRITE TO THE VSPRITE LIST
- 4.3.8 PREPARE THE GEL SYSTEM
- 4.3.9 CHANGE THE VSPRITE
- 4.3.10 REMOVE VSPRITES
- 4.4 A COMPLETE EXAMPLE
- 4.5 FUNCTIONS
- 4.6 EXAMPLES
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- Chapter 5 "BOBS"
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- 5.1 INTRODUCTION
- 5.2 COMPONENTS OF A BOB
- 5.2.1 GELSINFO STRUCTURE
- 5.2.2 VSPRITE STRUCTURE
- 5.2.3 BOB STRUCTURE
- 5.2.4 IMAGE
- 5.2.5 IMAGE SHADOW
- 5.2.6 RESTORING THE BACKGROUND
- 5.2.7 ADD USER INFORMATION TO YOUR STRUCTURES
- 5.3 WORK WITH BOBS
- 5.3.1 ADD THE BOBS TO THE LIST
- 5.3.2 MOVE BOBS
- 5.3.3 CHANGE THE BOB'S IMAGE
- 5.3.4 REMOVE BOBS
- 5.3.5 EXAMPLE
- 5.4 DOUBLE BUFFERED DISPLAY
- 5.4.1 CREATE DOUBLE BUFFERED DISPLAYS
- 5.4.2 USE BOBS ON A DOUBLE BUFFERED DISPLAY
- 5.4.3 CLOSE A DOUBLE BUFFERED DISPLAY
- 5.5 COLLISION ROUTINES
- 5.5.1 GEL HITS GEL
- 5.5.2 GEL OUTSIDE THE BOUNDARIES
- 5.5.3 ME-MASKS AND HIT-MASKS
- 5.5.4 COLLISION ROUTINES
- 5.5.5 COLLISION EXAMPLE
- 5.6 FUNCTIONS
- 5.7 EXAMPLES
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- Chapter 6 "GRAPHICAL TRICKS"
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- 6.1 INTRODUCTION
- 6.2 COPY MASKED IMAGES
- 6.3 DOUBLE BUFFERED DISPLAY
- 6.3.1 CREATE A DOUBLE BUFFERED DISPLAY
- 6.3.2 HOW TO SWITCH BETWEEN THE DISPLAYS
- 6.3.3 CLOSE A DOUBLE BUFFERED DISPLAY
- 6.4 BUILDING LARGE DISPLAYS WITH SMALL BOXES
- 6.4.1 THE SIZE OF THE MAP BLOCKS
- 6.4.2 HOW MAP BLOCKS SHOULD BE DESIGNED
- 6.4.3 CONSTRUCT SCREENS WITH MAP BLOCKS
- 6.5 SCROLL
- 6.5.1 DOUBLE BUFFERED SCROLLING
- 6.5.2 SMOOTH SCROLLING
- 6.5.3 SCROLLING MAP BLOCKS
- 6.5.4 SCROLLING TEXT
- 6.6 EXAMPLES
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- Chapter 7 "3D"
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- 7.1 ABOUT THE EXAMPLES
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- Chapter 8 "COPPER"
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- 8.1 INTRODUCTION
- 8.1.1 COPPER LIST
- 8.1.2 COLOUR REGISTERS AND COLOUR VALUES
- 8.1.3 COPPER INSTRUCTIONS
- 8.2 CREATE A COPPER LIST
- 8.3 CLOSE A COPPER LIST
- 8.5 COPPER DRAW
- 8.6 EXAMPLES
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- Chapter 9 "INCLUDE FONTS"
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- Chapter 10 "COPPER DRAW"
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