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44-01.md
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44-01.md
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@ -8,23 +8,23 @@ Chapter 44\
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### 640x480 Page Flipped Animation in 64K...Almost {#Heading2}
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Almost doesn’t count, they say—at least in horseshoes and maybe a few
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Almost doesn't count, they say—at least in horseshoes and maybe a few
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other things. This is especially true in digital circles, where if you
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need 12 MB of hard disk to install something and you only have 10 MB
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left (a situation that seems to be some sort of eternal law) you’re
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left (a situation that seems to be some sort of eternal law) you're
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stuck.
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And that’s only infuriating until you dredge up the gumption to go in
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And that's only infuriating until you dredge up the gumption to go in
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there and free up some space. How would you feel if you were up against
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an “almost-but-not-quite” kind of a wall that couldn’t be breached by
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an "almost-but-not-quite" kind of a wall that couldn't be breached by
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freeing up something elsewhere? Suppose you were within a few KB of
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implementing a wonderful VGA animation scheme that provided lots of
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screen space, square pixels, smooth motion and more than adequate
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speed—but all the memory you have is all there is? What would you do?
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Scream a little. Or throw something that won’t break easily. Then you
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Scream a little. Or throw something that won't break easily. Then you
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sit down and let your right brain do what it was designed to do. Sure
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enough, there’s a way, and in this chapter I’ll explain how a little VGA
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enough, there's a way, and in this chapter I'll explain how a little VGA
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secret called *page splitting* can save the day for page flipped
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animation in 640x480 mode. But to do that, I have to lay a little
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groundwork first. Or maybe a lot of groundwork.
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@ -39,7 +39,7 @@ interprets the successive images as a single object in motion over time.
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The fact that the world is an analog realm and the images displayed on a
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computer screen consist of discrete pixels updated at a maximum rate of
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about 70 Hz is irrelevant; your eye can interpret both real-world images
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and pixel patterns on the screen as objects in motion, and that’s that.
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and pixel patterns on the screen as objects in motion, and that's that.
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One of the key problems of computer animation is that it takes time to
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redraw a screen, time during which the bitmap controlling the screen is
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@ -63,13 +63,13 @@ these requirements are met by the program presented in Listings 44.1 and
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The listings taken together form a sample animation program, in which a
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single object bounces endlessly off other objects, with instructions and
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a count of bounces displayed at the bottom of the screen. I’ll discuss
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a count of bounces displayed at the bottom of the screen. I'll discuss
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various aspects of Listings 44.1 and 44.2 during the balance of this
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article. The listings are too complex and involve too much VGA and
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animation knowledge for for me to discuss it all in exhaustive detail
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(and I’ve covered a lot of this stuff earlier in the book); instead,
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I’ll cover the major elements, leaving it to you to explore the finer
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points—and, hope, to experiment with and expand on the code I’ll
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(and I've covered a lot of this stuff earlier in the book); instead,
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I'll cover the major elements, leaving it to you to explore the finer
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points—and, hope, to experiment with and expand on the code I'll
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provide.
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------------------------ --------------------------------- --------------------
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