Strip comments and inline ids onto h*
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47-03.html
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47-03.html
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@ -10,16 +10,9 @@
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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: Mode X: 256-color VGA Magic</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: Mode X: 256-color VGA Magic</title>
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<meta name="chapter" content="47" />
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<meta name="pages" content="882-885" />
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//-->
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</head>
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<body>
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@ -45,11 +38,10 @@
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<p>That’s all right, though, because most graphics software spends little time drawing individual pixels. I’ve provided the write and read pixel routines as basic primitives, and so you’ll understand how the bitmap is organized, but the building blocks of high-performance graphics software are fills, copies, and bitblts, and it’s there that Mode X shines.</p>
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<p><a id="Fig1"><!-- </A><A HREF="javascript:displayWindow('images/47-01.jpg',408,263 )"> --><img src="images/47-01.jpg" /><br />
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<!-- </A>
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<BR><A HREF="javascript:displayWindow('images/47-01.jpg',408,263)"> --><b>Figure 47.1</b></a> <i>Mode X display memory organization.</i></p>
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<p><a id="Fig1"><img src="images/47-01.jpg" /><br />
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<b>Figure 47.1</b></a> <i>Mode X display memory organization.</i></p>
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<p><b>LISTING 47.2 L47-2.ASM</b></p><!-- CODE //-->
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<p><b>LISTING 47.2 L47-2.ASM</b></p>
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<pre>
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; Mode X (320x240, 256 colors) write pixel routine. Works on all VGAs.
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; No clipping is performed.
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@ -103,9 +95,9 @@ _WritePixelX proc near
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ret
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_WritePixelX endp
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end
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</pre><!-- END CODE //-->
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</pre>
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<p><b>LISTING 47.3 L47-3.ASM</b></p><!-- CODE //-->
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<p><b>LISTING 47.3 L47-3.ASM</b></p>
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<pre>
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; Mode X (320x240, 256 colors) read pixel routine. Works on all VGAs.
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; No clipping is performed.
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@ -156,7 +148,7 @@ _ReadPixelX proc near
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ret
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_ReadPixelX endp
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end
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</pre><!-- END CODE //-->
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</pre>
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<p><br /></p>
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@ -175,10 +167,6 @@ _ReadPixelX endp
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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_subfoot = footer -->
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<!-- reference_footer = subfoot -->
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<!-- BEGIN SUB FOOTER -->
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<!-- END FOOTER -->
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</div>
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</body>
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</html>
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