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49-05.md
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49-05.md
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[Previous](49-04.html) [Table of Contents](index.html) [Next](50-01.html)
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------------------------ --------------------------------- --------------------
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Here’s something worth noting: The animation is extremely smooth on a 20
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Here's something worth noting: The animation is extremely smooth on a 20
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MHz 386. It is somewhat more jerky on an 8 MHz 286, because only 30
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frames a second can be processed. If animation looks jerky on your PC,
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try reducing the number of kites.
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The kites draw perfectly into the background, with no interference or
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fringe, thanks to masked copying. In fact, the kites also cross with no
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interference (the last-drawn kite is always in front), although that’s
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interference (the last-drawn kite is always in front), although that's
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not readily apparent because they all look the same anyway and are
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moving fast. Listing 49.5 isn’t inherently limited to kites; create your
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moving fast. Listing 49.5 isn't inherently limited to kites; create your
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own images and initialize the object list to display a mix of those
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images and see the full power of Mode X animation.
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@ -37,7 +37,7 @@ chapters.
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.code
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public _ShowPage
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_ShowPage proc near
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push bp ;preserve caller’s stack frame
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push bp ;preserve caller's stack frame
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mov bp,sp ;point to local stack frame
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; Wait for display enable to be active (status is active low), to be
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; sure both halves of the start address will take in the same frame.
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@ -63,27 +63,27 @@ chapters.
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in al,dx
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test al,08h
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jz WaitVS ;vertical sync is active high (1 = active)
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pop bp ;restore caller’s stack frame
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pop bp ;restore caller's stack frame
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ret
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_ShowPage endp
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end
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### Works Fast, Looks Great {#Heading8}
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We now end our exploration of Mode X, although we’ll use it again
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We now end our exploration of Mode X, although we'll use it again
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shortly for 3-D animation. Mode X admittedly has its complexities;
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that’s why I’ve provided a broad and flexible primitive set. Still, so
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that's why I've provided a broad and flexible primitive set. Still, so
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what if it *is* complex? Take a look at Listing 49.5 in action. That
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sort of colorful, high-performance animation is worth jumping through a
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few hoops for; drawing 20, or even 10, fair-sized objects at a rate of
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60 Hz, with no flicker, interference, or fringe, is no mean
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accomplishment, even on a 386.
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There’s much more we could do with animation in general and with Mode X
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in particular, but it’s time to move on to new challenges. In closing,
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I’d like to point out that all of the VGA’s hardware features, including
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There's much more we could do with animation in general and with Mode X
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in particular, but it's time to move on to new challenges. In closing,
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I'd like to point out that all of the VGA's hardware features, including
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the built-in AND, OR, and XOR functions, are available in Mode X, just
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as they are in the standard VGA modes. If you understand the VGA’s
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as they are in the standard VGA modes. If you understand the VGA's
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hardware in mode 12H, try applying that knowledge to Mode X; you might
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be surprised at what you find you can do.
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