Replace invalid characters with HTML entities

— with —
’ with ’
+ with +
× with x
ç with ç
“ with “
” with ”
‘ with ‘
• with •
– with -
µ with µ
† with †
Fix C++
θ with θ
Yen symbol instead of times
Fix broken apos
Bullet again
E-circumflex
This commit is contained in:
James Gregory 2013-12-30 12:50:32 +11:00
commit 500e7f5654
353 changed files with 5091 additions and 5091 deletions

View file

@ -36,9 +36,9 @@
</TABLE>
</CENTER>
<P><BR></P>
<P>Here&#146;s something worth noting: The animation is extremely smooth on a 20 MHz 386. It is somewhat more jerky on an 8 MHz 286, because only 30 frames a second can be processed. If animation looks jerky on your PC, try reducing the number of kites.
<P>Here&rsquo;s something worth noting: The animation is extremely smooth on a 20 MHz 386. It is somewhat more jerky on an 8 MHz 286, because only 30 frames a second can be processed. If animation looks jerky on your PC, try reducing the number of kites.
</P>
<P>The kites draw perfectly into the background, with no interference or fringe, thanks to masked copying. In fact, the kites also cross with no interference (the last-drawn kite is always in front), although that&#146;s not readily apparent because they all look the same anyway and are moving fast. Listing 49.5 isn&#146;t inherently limited to kites; create your own images and initialize the object list to display a mix of those images and see the full power of Mode X animation.</P>
<P>The kites draw perfectly into the background, with no interference or fringe, thanks to masked copying. In fact, the kites also cross with no interference (the last-drawn kite is always in front), although that&rsquo;s not readily apparent because they all look the same anyway and are moving fast. Listing 49.5 isn&rsquo;t inherently limited to kites; create your own images and initialize the object list to display a mix of those images and see the full power of Mode X animation.</P>
<P>The external functions called by Listing 49.5 can be found in Listings 49.1, 49.2, 49.3, and 49.6, and in the listings for the previous two chapters.</P>
<P><B>LISTING 49.6 L49-6.ASM</B></P>
<!-- CODE //-->
@ -59,14 +59,14 @@ ShowPageParms ends
.code
public _ShowPage
_ShowPage proc near
push bp ;preserve caller&#146;s stack frame
push bp ;preserve caller&rsquo;s stack frame
mov bp,sp ;point to local stack frame
; Wait for display enable to be active (status is active low), to be
; sure both halves of the start address will take in the same frame.
mov bl,START_ADDRESS_LOW ;preload for fastest
mov bh,byte ptr StartOffset[bp] ; flipping once display
mov cl,START_ADDRESS_HIGH ; enable is detected
mov ch,byte ptr StartOffset&#43;1[bp]
mov ch,byte ptr StartOffset+1[bp]
mov dx,INPUT_STATUS_1
WaitDE:
in al,dx
@ -85,15 +85,15 @@ WaitVS:
in al,dx
test al,08h
jz WaitVS ;vertical sync is active high (1 = active)
pop bp ;restore caller&#146;s stack frame
pop bp ;restore caller&rsquo;s stack frame
ret
_ShowPage endp
end
</PRE>
<!-- END CODE //-->
<H3><A NAME="Heading8"></A><FONT COLOR="#000077">Works Fast, Looks Great</FONT></H3>
<P>We now end our exploration of Mode X, although we&#146;ll use it again shortly for 3-D animation. Mode X admittedly has its complexities; that&#146;s why I&#146;ve provided a broad and flexible primitive set. Still, so what if it <I>is</I> complex? Take a look at Listing 49.5 in action. That sort of colorful, high-performance animation is worth jumping through a few hoops for; drawing 20, or even 10, fair-sized objects at a rate of 60 Hz, with no flicker, interference, or fringe, is no mean accomplishment, even on a 386.</P>
<P>There&#146;s much more we could do with animation in general and with Mode X in particular, but it&#146;s time to move on to new challenges. In closing, I&#146;d like to point out that all of the VGA&#146;s hardware features, including the built-in AND, OR, and XOR functions, are available in Mode X, just as they are in the standard VGA modes. If you understand the VGA&#146;s hardware in mode 12H, try applying that knowledge to Mode X; you might be surprised at what you find you can do.</P><P><BR></P>
<P>We now end our exploration of Mode X, although we&rsquo;ll use it again shortly for 3-D animation. Mode X admittedly has its complexities; that&rsquo;s why I&rsquo;ve provided a broad and flexible primitive set. Still, so what if it <I>is</I> complex? Take a look at Listing 49.5 in action. That sort of colorful, high-performance animation is worth jumping through a few hoops for; drawing 20, or even 10, fair-sized objects at a rate of 60 Hz, with no flicker, interference, or fringe, is no mean accomplishment, even on a 386.</P>
<P>There&rsquo;s much more we could do with animation in general and with Mode X in particular, but it&rsquo;s time to move on to new challenges. In closing, I&rsquo;d like to point out that all of the VGA&rsquo;s hardware features, including the built-in AND, OR, and XOR functions, are available in Mode X, just as they are in the standard VGA modes. If you understand the VGA&rsquo;s hardware in mode 12H, try applying that knowledge to Mode X; you might be surprised at what you find you can do.</P><P><BR></P>
<CENTER>
<TABLE BORDER>
<TR>