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43-02.md
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43-02.md
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@ -23,7 +23,7 @@ us transparency, where rearward images would show through holes within
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and around the edges of images in forward planes. Finally, and most
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importantly, it would meet all the criteria needed to allow us to store
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each image in a single plane, letting us manipulate the images very
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quickly and with no reprogramming of the VGA’s hardware other than the
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quickly and with no reprogramming of the VGA's hardware other than the
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few **OUT** instructions required to select the plane we want to write
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to.
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@ -34,7 +34,7 @@ the highest precedence determines the color. The palette RAM settings
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for the colors described above are summarized in Table 43.1.
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Remember that the 4-bit values coming from display memory select which
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palette register provides the actual pixel color. Given that, it’s easy
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palette register provides the actual pixel color. Given that, it's easy
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to see that the rightmost 1-bit of the four bits coming from display
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memory in Table 43.1 selects the pixel color. If the bit from plane 0 is
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1, then the color is red, no matter what the other bits are, as shown in
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@ -161,11 +161,11 @@ Table 43.1 Palette RAM settings for bit-plane animation.
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\
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**Figure 43.4** *How pixel precedence works.*
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Seems almost too easy, doesn’t it? Nonetheless, it works beautifully, as
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we’ll see very shortly. First, though, I’d like to point out that
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there’s nothing sacred about plane 0 having precedence. We could
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Seems almost too easy, doesn't it? Nonetheless, it works beautifully, as
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we'll see very shortly. First, though, I'd like to point out that
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there's nothing sacred about plane 0 having precedence. We could
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rearrange the palette register settings so that any plane had the
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highest precedence, followed by the other planes in any order. I’ve
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highest precedence, followed by the other planes in any order. I've
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chosen to make plane 0 the highest precedence only because it seems
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simplest to think of plane 0 as appearing in front of plane 1, which is
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in front of plane 2, which is in front of plane 3.
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