Strip comments and inline ids onto h*
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29-04.html
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29-04.html
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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</title><!-- HEADER -->
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<!-- Empty Reference Subhead -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</title>
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<meta name="chapter" content="29" />
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<meta name="pages" content="550-555" />
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//-->
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</head>
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<body>
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<p>Video function 10H is invoked by performing an <b>INT</b> 10H with AH set to 10H. If AL is 0 (subfunction 0), then BL contains the number of the palette register to set, and BH contains the value to set that register to. If AL is 1 (subfunction 1), then BH contains the value to set the overscan (border) color to. Finally, if AL is 2 (subfunction 2), then ES:DX points to a 17-byte array containing the values to set palette registers 0-15 and the overscan register to. (For completeness, although it’s unrelated to the palette registers, there is one more subfunction of video function 10H. If AL = 3 (subfunction 3), bit 0 of BL is set to 1 to cause bit 7 of text attributes to select blinking, or set to 0 to cause bit 7 of text attributes to select highreverse video.)</p>
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<p><a id="Fig3"><!-- </A><A HREF="javascript:displayWindow('images/29-03.jpg',407,152 )"> --><img src="images/29-03.jpg" /><br />
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<!-- </A>
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<BR><A HREF="javascript:displayWindow('images/29-03.jpg',407,152)"> --><b>Figure 29.3</b></a> <i>Bit organization within a palette register.</i></p>
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<p><a id="Fig3"><img src="images/29-03.jpg" /><br />
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<b>Figure 29.3</b></a> <i>Bit organization within a palette register.</i></p>
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<p>Listing 29.3 uses video function 10H, subfunction 2 to step through all 64 possible colors. This is accomplished by putting up 16 color bars, one for each of the 16 possible 4-bit pixel values, then changing the mapping provided by the palette registers to select a different group of 16 colors from the set of 64 each time a key is pressed. Initially, colors 0-15 are displayed, then 1-16, then 2-17, and so on up to color 3FH wrapping around to colors 0-14, and finally back to colors 0-15. (By the way, at mode set time the 16 palette registers are not set to colors 0-15, but rather to 0H, 1H, 2H, H, 4H, 5H, 14H, 7H, 38H, 39H, 3AH, 3BH, 3CH, 3DH, 3EH, and 3FH, respectively. Bits 6, 5, and 4—secondary red, green, and blue—are all set to 1 in palette registers 8-15 in order to produce high-intensity colors. Palette register 6 is set to 14H to produce brown, rather than the yellow that the expected value of 6H would produce.)</p>
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@ -51,7 +43,7 @@
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<p>It’s important to understand that in Listing 29.3 the contents of display memory are never changed after initialization. The only change is the mapping from the 4-bit pixel data coming out of display memory to the 6-bit data going to the monitor. For this reason, it’s technically inaccurate to speak of bits in display memory as representing colors; more accurately, they represent attributes in the range 0-15, which are mapped to colors 0-3FH by the palette registers.</p>
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<p><b>LISTING 29.3 L29-3.ASM</b></p><!-- CODE //-->
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<p><b>LISTING 29.3 L29-3.ASM</b></p>
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<pre>
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; Program to illustrate the color mapping capabilities of the
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; EGA’s palette registers.
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@ -303,7 +295,7 @@ ColorNumbersUpendp
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Start endp
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Code ends
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end Start
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</pre><!-- END CODE //-->
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</pre>
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<p><br /></p>
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@ -322,10 +314,6 @@ Code ends
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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<!-- reference_footer = subfoot -->
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<!-- BEGIN SUB FOOTER -->
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</div>
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</body>
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</html>
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