Strip comments and inline ids onto h*

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James Gregory 2013-12-30 15:11:04 +11:00
commit 0f5f617adb
362 changed files with 2519 additions and 6694 deletions

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@ -10,16 +10,9 @@
<meta name="vspubdate" content="07/01/97" />
<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</title><!-- HEADER -->
<!-- Empty Reference Subhead -->
<!--ISBN=1576101746//-->
<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
<!--AUTHOR=Michael Abrash//-->
<!--PUBLISHER=The Coriolis Group, Inc.//-->
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</title>
<meta name="chapter" content="29" />
<meta name="pages" content="545-547" />
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<p><br /></p>
<p><b>LISTING 29.2 L29-2.ASM</b></p><!-- CODE //-->
<p><b>LISTING 29.2 L29-2.ASM</b></p>
<pre>
; Program to restore a mode 10h EGA graphics screen from
; the file SNAPSHOT.SCR.
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Start endp
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</pre><!-- END CODE //-->
</pre>
<p>If you compare Listings 29.1 and 29.2, you will see that the Map Mask register setting used to load a given plane does not match the Read Map register setting used to read that plane. This is so because while only one plane can ever be read at a time, anywhere from zero to four planes can be written to at once; consequently, Read Map register settings are plane selections from 0 to 3, while Map Mask register settings are plane <i>masks</i> from 0 to 15, where a bit 0 setting of 1 enables writes to plane 0, a bit 1 setting of 1 enables writes to plane 1, and so on. Again, Chapter 28 provides a detailed explanation of the differences between the Read Map and Map Mask registers.</p>
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<div align="center">
Graphics Programming Black Book &copy; 2001 Michael Abrash
</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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