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Friday, April 8, 2011

QB / QuickB COPYPASTA [ABOG]

"this limits your code to work only on pure dos or dosbox"

I've gotten my XMS/EMS solution to run under WinXP's regular DOS Window, as long as I had a *.PIF or a *.LNK file set up first that demanded EMS/XMS support be given to the DOS window/box.



~Kiyote!

I wonder if what I did classifies as "UNREAL MODE," I will have to look into that.
Thanks for pointing that out for me. I'll compare notes.

"I have some SVGA work" ~ yes please post examples.
I'm going to be posting the original source of my SVGA routines, as well as all the modifications I did to make it work 2X better.

[3RD EDIT]
The reason that I want to push the SVGA stuff so much in QB, QuickB, is because I found out a trick that lets you use the lowest 2 bits of the RGB color value as a 1 or 2 bit greyscale, and like how 3D ppls use a gray over a 3D object say to map the normals, I'm going to use my small sliver of grayscale as embeded markings of level data, physics data.

I can set bit 1 of either the R, the G, or the B, and say that bit is the horizontal floor indicator.
You can detect, by the individual pixel, at the main sprite's feet, whether it's standing on a floor, or something with no floor, aka gravity should pull them down further.

I can then use the other 2 channels, those other 2 bits, for vertical walls facing left, and vertical walls facing right.

I could use bit 2, in any channel, to show that an enemy is occupying space.
This is all very technical, and again, will be detailed extensively, with working example QB / QuickB files to tinker with.
You'll be able to draw a packman maze, simply by having a trail of bit 1 in any one channel, around the border, and if you give the screen a slightly complex background, the slight shift in color, barely percievable, will be impossible to detect, but your game sprite will have a path it can follow, embedded in the image itself.

The reason bits 1 and 2 in the color channels are free to be used like this, cause if you upscale your SCREEN 13 colors to SVGA, you have to do this.

R = (R * 4) + 3

or

R = (R * 4)

Notice, that 3 is bits one and bit two.
If I do NOT add 3 to the color value which was shifted from 6 bit color to 24 bit color, then it is there, empty, and can be used for the aforementioned greyscale technique.
_________________
Banana phone! We need more lemon pledge. * exploding fist of iced tea! * I see your psycho cat and counter with a duck that has a broken leg, in a cast.

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