Remove colour attributes from body and strip most of the font tags out
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362 changed files with 1632 additions and 1706 deletions
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@ -24,7 +24,7 @@
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<!--CHAPTER=45//-->
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<!--PAGES=851-853//-->
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//--></HEAD><BODY LINK=#0000FF ALINK=#000099 VLINK=#0000FF BGCOLOR=#FFFFFF>
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<!--UNASSIGNED2//--></HEAD><body>
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<CENTER>
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<TABLE BORDER>
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@ -42,7 +42,7 @@
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</TABLE>
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<P>If you keep a close watch, you’ll notice that many high-performance animation games similarly restrict their full-featured animation area to a relatively small region. Often, it’s hard to tell that this is the case, because the animation region is surrounded by flashy digitized graphics and by items such as scoreboards and status screens, but look closely and see if the animation region in your favorite game isn’t smaller than you thought.
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</P>
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<H3><A NAME="Heading8"></A><FONT COLOR="#000077">Hi-Res VGA Page Flipping</FONT></H3>
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<H3><A NAME="Heading8"></A>Hi-Res VGA Page Flipping</H3>
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<P>On a standard VGA, hi-res mode is mode 12H, which offers 640x480 resolution with 16 colors. That’s a nice mode, with plenty of pixels, and square ones at that, but it lacks one thing—page flipping. The problem is that the mode 12H bitmap is 150 K in size, and the standard VGA has only 256 K total, too little memory for two of those monster mode 12H pages. With only one page, flipping is obviously out of the question, and without page flipping, top-flight, hi-res animation can’t be implemented. The standard fallback is to use the EGA’s hi-res mode, mode 10H (640x350, 16 colors) for page flipping, but this mode is less than ideal for a couple of reasons: It offers sharply lower vertical resolution, and it’s lousy for handling scaled-up CGA graphics, because the vertical resolution is a fractional multiple—1.75 times, to be exact—of that of the CGA. CGA resolution may not seem important these days, but many images were originally created for the CGA, as were many graphics packages and games, and it’s at least convenient to be able to handle CGA graphics easily. Then, too, 640x350 is also a poor multiple of the 200 scan lines of the popular 320x200 256-color mode 13H of the VGA.
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</P>
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<P>There are a couple of interesting, if imperfect, solutions to the problem of hi-res page flipping. One is to use the split screen to enable page flipping only in the top two-thirds of the screen; see the previous chapter for details, and for details on the mechanics of page flipping generally. This doesn’t address the CGA problem, but it does yield square pixels and a full 640x480 screen resolution, although not all those pixels are flippable and thus animatable.</P>
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@ -97,7 +97,7 @@ void Set640x400()
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<hr width="90%" size="1" noshade>
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<div align="center">
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<font face="Verdana,sans-serif" size="1">Graphics Programming Black Book © 2001 Michael Abrash</font>
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Graphics Programming Black Book © 2001 Michael Abrash
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</div>
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<!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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<!-- reference_subfoot = footer -->
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