958 lines
43 KiB
Markdown
958 lines
43 KiB
Markdown
---
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title: Michael Abrash's Graphics Programming Black Book, Special Edition
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author: Michael Abrash
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date: '1997-07-01'
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identifier:
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- scheme: ISBN
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text: 1576101746
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publisher: The Coriolis Group
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category: 'Web and Software Development: Game Development,Web and Software Development:
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Graphics and Multimedia Development'
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chapter: '43'
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pages: 793-815
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---
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## Chapter 43 -- Bit-Plane Animation
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### A Simple and Extremely Fast Animation Method for Limited Color
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When it comes to computers, my first love is animation. There's nothing
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quite like the satisfaction of fooling the eye and creating a miniature
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reality simply by rearranging a few bytes of display memory. What makes
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animation particularly interesting is that it has to happen fast (as
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measured in human time), and without blinking and flickering, or else
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you risk destroying the illusion of motion and solidity. Those
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constraints make animation the toughest graphics challenge—and also the
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most rewarding.
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It pains me to hear industry pundits rag on the PC when it comes to
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animation. Okay, I'll grant you that the PC isn't a Silicon Graphics
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workstation and never will be, but then neither is anything else on the
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market. The VGA offers good resolution and color, and while the hardware
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wasn't *designed* for animation, that doesn't mean we can't put it to
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work in that capacity. One lesson that any good PC graphics or assembly
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programmer learns quickly is that it's what the PC's hardware *can*
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do—not what it was intended to do—that's important. (By the way, if I
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were to pick one aspect of the PC to dump on, it would be sound, not
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animation. The PC's sound circuity really is lousy, and it's hard to
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understand why that should be, given that a cheap sound chip—which even
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the almost-forgotten PC*jr*had—would have changed everything. I guess
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IBM figured "serious" computer users would be put off by a computer that
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could make fun noises.)
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Anyway, my point is that the PC's animation capabilities are pretty
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good. There's a trick, though: You can only push the VGA to its
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animation limits by stretching your mind a bit and using some unorthodox
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approaches to animation. In fact, stretching your mind is the key to
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producing good code for *any* task on the PC—that's the topic of the
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first part of this book. For most software, however, it's not fatal if
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your code isn't excellent—there's slow but functional software all over
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the place. When it comes to VGA animation, though, you won't get to
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first base without a clever approach.
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So, what clever approaches do I have in mind? All sorts. The resources
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of the VGA (or even its now-ancient predecessor, the EGA) are many and
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varied, and can be applied and combined in hundreds of ways to produce
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effective animation. For example, refer back to Chapter 23 for an
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example of page flipping. Or look at the July 1986 issue of *PC Tech
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Journal*, which describes the basic block-move animation technique, or
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the August 1987 issue of *PC Tech Journal*, which shows a
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software-sprite scheme built around the EGA's vertical interrupt and the
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AND-OR image drawing technique. Or look over the rest of this book,
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which contains dozens of tips and tricks that can be applied to
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animation, including Mode X-based techniques starting in Chapter 47 that
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are the basis for many commercial games.
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This chapter adds yet another sort of animation to the list. We're going
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to take advantage of the bit-plane architecture and color palette of the
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VGA to develop an animation architecture that can handle several
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overlapping images with terrific speed and with virtually perfect visual
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quality. This technique produces no overlap effects or flicker and
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allows us to use the fastest possible method to draw images—the `REP
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MOVS` instruction. It has its limitations, but unlike Mode X and some
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other animation techniques, the techniques I'll show you in this chapter
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will also work on the EGA, which may be important in some applications.
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As with any technique on the PC, there are tradeoffs involved with
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bit-plane animation. While bit-plane animation is extremely attractive
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as far as performance and visual quality are concerned, it is somewhat
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limited. Bit-plane animation supports only four colors plus the
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background color at any one time, each image must consist of only one of
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the four colors, and it's preferable that images of the same color not
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intersect.
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It doesn't much matter if bit-plane animation isn't perfect for all
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applications, though. The real point of showing you bit-plane animation
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is to bring home the reality that the VGA is a complex adapter with many
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resources, and that you can do remarkable things if you understand those
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resources and come up with creative ways to put them to work at specific
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tasks.
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### Bit-Planes: The Basics
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The underlying principle of bit-plane animation is extremely simple. The
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VGA has four separate bit planes in modes 0DH, 0EH, 10H, and 12H. Plane
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0 normally contains data for the blue component of pixel color, plane 1
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normally contains green pixel data, plane 2 red pixel data, and plane 3
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intensity pixel data—but we're going to mix that up a bit in a moment,
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so we'll simply refer to them as planes 0, 1, 2, and 3 from now on.
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Each bit plane can be written to independently. The contents of the four
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bit planes are used to generate pixels, with the four bits that control
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the color of each pixel coming from the four planes. However, the bits
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from the planes go through a look-up stage on the way to becoming
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pixels—they're used to look up a 6-bit color from one of the sixteen
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palette registers. Figure 43.1 shows how the bits from the four planes
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feed into the palette registers to select the color of each pixel. (On
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the VGA specifically, the output of the palette registers goes to the
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DAC for an additional look-up stage, as described in Chapters 33 and 34
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and also Chapter A on the companion CD-ROM.)
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Take a good look at Figure 43.1. Any light bulbs going on over your head
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yet? If not, consider this. The general problem with VGA animation is
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that it's complex and time-consuming to manipulate images that span the
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four planes (as most do), and that it's hard to avoid interference
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problems when images intersect, since those images share the same bits
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in display memory. Since the four bit planes can be written to and read
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from independently, it should be apparent that if we could come up with
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a way to display images from each plane independently of whatever images
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are stored in the other planes, we would have four sets of images that
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we could manipulate very easily. There would be no interference effects
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between images in different planes, because images in one plane wouldn't
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share bits with images in another plane. What's more, since all the bits
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for a given image would reside in a single plane, we could do away with
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the cumbersome programming of the VGA's complex hardware that is needed
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to manipulate images that span multiple planes.
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All in all, it would be a good deal if we could store each image in a
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single plane, as shown in Figure 43.2. However, a problem arises when
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images in different planes overlap, as shown in Figure 43.3. The
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combined bits from overlapping images generate new colors, so the
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overlapping parts of the images don't look like they belong to either of
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the two images. What we really want, of course, is for one of the images
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to appear to be in front of the other. It would be better yet if the
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rearward image showed through any transparent (that is,
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background-colored) parts of the forward image. Can we do that?
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You bet.
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#### Stacking the Palette Registers
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Suppose that instead of viewing the four bits per pixel coming out of
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display memory as selecting one of sixteen colors,we view those bits as
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selecting one of *four* colors. If the bit from plane 0 is 1, that would
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select color 0 (say, red). The bit from plane 1 would select color 1
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(say, green), the bit from plane 2 would select color 2 (say, blue), and
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the bit from plane 3 would select color 3 (say, white). Whenever more
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than 1 bit is 1, the 1 bit from the lowest-numbered plane would
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determine the color, and 1 bits from all other planes would be ignored.
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Finally, the absence of any 1 bits at all would select the background
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color (say, black).
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That would give us four colors and the background color. It would also
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give us nifty image precedence, with images in plane 0 appearing to be
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in front of images from the other planes, images in plane 1 appearing to
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be in front of images from planes 2 and 3, and so on. It would even give
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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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few `OUT` instructions required to select the plane we want to write
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to.
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Which leaves only one question: How do we get this magical
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pixel-precedence scheme to work? As it turns out, all we need to do is
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reprogram the palette registers so that the 1 bit from the plane with
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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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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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Figure 43.4. If the bit from plane 0 is 0, then if the bit from plane 1
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is 1 the color is green, and so on for planes 2 and 3. In other words,
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with the palette register settings we instantly have exactly what we
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want, which is an approach that keeps images in one plane from
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interfering with images in other planes while providing precedence and
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transparency.
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| Bit Value For Plane\
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3 2 1 0 | Palette Register | Register setting |
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|-----------------------------|------------------|------------------|
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| 0 0 0 0 | 0 | 00H (black) |
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| 0 0 0 1 | 1 | 3CH (red) |
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| 0 0 1 0 | 2 | 3AH (green) |
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| 0 0 1 1 | 3 | 3CH (red) |
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| 0 1 0 0 | 4 | 39H (blue) |
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| 0 1 0 1 | 5 | 3CH (red) |
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| 0 1 1 0 | 6 | 3AH (green) |
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| 0 1 1 1 | 7 | 3CH (red) |
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| 1 0 0 0 | 8 | 3FH (white) |
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| 1 0 0 1 | 9 | 3CH (red) |
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| 1 0 1 0 | 10 | 3AH (green) |
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| 1 0 1 1 | 11 | 3CH (red) |
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| 1 1 0 0 | 12 | 39H (blue) |
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| 1 1 0 1 | 13 | 3CH (red) |
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| 1 1 1 0 | 14 | 3AH (green) |
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| 1 1 1 1 | 15 | 3CH (red) |
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Table: Table 43.1 Palette RAM settings for bit-plane animation.
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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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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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### Bit-Plane Animation in Action
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Without further ado, Listing 43.1 shows bit-plane animation in action.
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Listing 43.1 animates 13 rather large images (each 32 pixels on a side)
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over a complex background at a good clip *even on a primordial
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8088-based PC*. Five of the images move very quickly, while the other 8
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bounce back and forth at a steady pace.
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**LISTING 43.1 L43-1.ASM**
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```nasm
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; Program to demonstrate bit-plane animation. Performs
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; flicker-free animation with image transparency and
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; image precedence across four distinct planes, with
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; 13 32x32 images kept in motion at once.
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;
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;
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; Set to higher values to slow down on faster computers.
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; 0 is fine for a PC. 500 is a reasonable setting for an AT.
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; Slowing animation further allows a good look at
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; transparency and the lack of flicker and color effects
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; when images cross.
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;
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SLOWDOWN equ 10000
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;
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; Plane selects for the four colors we're using.
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;
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RED equ 01h
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GREEN equ 02h
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BLUE equ 04h
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WHITE equ 08h
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;
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VGA_SEGMENT equ 0a000h ;mode 10h display memory
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; segment
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SC_INDEX equ 3c4h ;Sequence Controller Index
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; register
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MAP_MASK equ 2 ;Map Mask register index in
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; Sequence Controller
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SCREEN_WIDTH equ 80 ;# of bytes across screen
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SCREEN_HEIGHT equ 350 ;# of scan lines on screen
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WORD_OUTS_OK equ 1 ;set to 0 to assemble for
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; computers that can't
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; handle word outs to
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; indexed VGA regs
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;
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stack segment para stack ‘STACK'
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db 512 dup (?)
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stack ends
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;
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; Complete info about one object that we're animating.
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;
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ObjectStructure struc
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Delay dw ? ;used to delay for n passes
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; throught the loop to
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; control animation speed
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BaseDelay dw ? ;reset value for Delay
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Image dw ? ;pointer to drawing info
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; for object
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XCoord dw ? ;object X location in pixels
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XInc dw ? ;# of pixels to increment
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; location by in the X
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; direction on each move
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XLeftLimit dw ? ;left limit of X motion
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XRightLimit dw ? ;right limit of X motion
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YCoord dw ? ;object Y location in pixels
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YInc dw ? ;# of pixels to increment
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; location by in the Y
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; direction on each move
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YTopLimit dw ? ;top limit of Y motion
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YBottomLimit dw ? ;bottom limit of Y motion
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PlaneSelect db ? ;mask to select plane to
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; which object is drawn
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db ? ;to make an even # of words
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; long, for better 286
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; performance (keeps the
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; following structure
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; word-aligned)
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ObjectStructure ends
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;
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Data segment word ‘DATA'
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;
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; Palette settings to give plane 0 precedence, followed by
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; planes 1, 2, and 3. Plane 3 has the lowest precedence (is
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; obscured by any other plane), while plane 0 has the
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; highest precedence (displays in front of any other plane).
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;
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Colors db 000h ;background color=black
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db 03ch ;plane 0 only=red
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db 03ah ;plane 1 only=green
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db 03ch ;planes 0&1=red (plane 0 priority)
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db 039h ;plane 2 only=blue
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db 03ch ;planes 0&2=red (plane 0 priority)
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db 03ah ;planes 1&2=green (plane 1 priority)
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db 03ch ;planes 0&1&2=red (plane 0 priority)
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db 03fh ;plane 3 only=white
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db 03ch ;planes 0&3=red (plane 0 priority)
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db 03ah ;planes 1&3=green (plane 1 priority)
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db 03ch ;planes 0&1&3=red (plane 0 priority)
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db 039h ;planes 2&3=blue (plane 2 priority)
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db 03ch ;planes 0&2&3=red (plane 0 priority)
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db 03ah ;planes 1&2&3=green (plane 1 priority)
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db 03ch ;planes 0&1&2&3=red (plane 0 priority)
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db 000h ;border color=black
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;
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; Image of a hollow square.
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; There's an 8-pixel-wide blank border around all edges
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; so that the image erases the old version of itself as
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; it's moved and redrawn.
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;
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Square label byte
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dw 48,6 ;height in pixels, width in bytes
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rept 8
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db 0,0,0,0,0,0;top blank border
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endm
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.radix 2
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,00000000,00000000,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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db 0,11111111,11111111,11111111,11111111,0
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.radix 10
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rept 8
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db 0,0,0,0,0,0;bottom blank border
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endm
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;
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; Image of a hollow diamond with a smaller diamond in the
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; middle.
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; There's an 8-pixel-wide blank border around all edges
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; so that the image erases the old version of itself as
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; it's moved and redrawn.
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;
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Diamond label byte
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dw 48,6 ;height in pixels, width in bytes
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rept 8
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db 0,0,0,0,0,0;top blank border
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endm
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.radix 2
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db 0,00000000,00000001,10000000,00000000,0
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db 0,00000000,00000011,11000000,00000000,0
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db 0,00000000,00000111,11100000,00000000,0
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db 0,00000000,00001111,11110000,00000000,0
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db 0,00000000,00011111,11111000,00000000,0
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db 0,00000000,00111110,01111100,00000000,0
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db 0,00000000,01111100,00111110,00000000,0
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db 0,00000000,11111000,00011111,00000000,0
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db 0,00000001,11110000,00001111,10000000,0
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db 0,00000011,11100000,00000111,11000000,0
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db 0,00000111,11000000,00000011,11100000,0
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db 0,00001111,10000001,10000001,11110000,0
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db 0,00011111,00000011,11000000,11111000,0
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db 0,00111110,00000111,11100000,01111100,0
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db 0,01111100,00001111,11110000,00111110,0
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db 0,11111000,00011111,11111000,00011111,0
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db 0,11111000,00011111,11111000,00011111,0
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db 0,01111100,00001111,11110000,00111110,0
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db 0,00111110,00000111,11100000,01111100,0
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db 0,00011111,00000011,11000000,11111000,0
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db 0,00001111,10000001,10000001,11110000,0
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db 0,00000111,11000000,00000011,11100000,0
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db 0,00000011,11100000,00000111,11000000,0
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db 0,00000001,11110000,00001111,10000000,0
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db 0,00000000,11111000,00011111,00000000,0
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db 0,00000000,01111100,00111110,00000000,0
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db 0,00000000,00111110,01111100,00000000,0
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db 0,00000000,00011111,11111000,00000000,0
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db 0,00000000,00001111,11110000,00000000,0
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db 0,00000000,00000111,11100000,00000000,0
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db 0,00000000,00000011,11000000,00000000,0
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db 0,00000000,00000001,10000000,00000000,0
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.radix 10
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rept 8
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db 0,0,0,0,0,0; bottom blank border
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endm
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;
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; List of objects to animate.
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;
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even;word-align for better 286 performance
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;
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ObjectListlabelObjectStructure
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ObjectStructure <1,21,Diamond,88,8,80,512,16,0,0,350,RED>
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ObjectStructure <1,15,Square,296,8,112,480,144,0,0,350,RED>
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ObjectStructure <1,23,Diamond,88,8,80,512,256,0,0,350,RED>
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ObjectStructure <1,13,Square,120,0,0,640,144,4,0,280,BLUE>
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ObjectStructure <1,11,Diamond,208,0,0,640,144,4,0,280,BLUE>
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ObjectStructure <1,8,Square,296,0,0,640,144,4,0,288,BLUE>
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ObjectStructure <1,9,Diamond,384,0,0,640,144,4,0,288,BLUE>
|
||
ObjectStructure <1,14,Square,472,0,0,640,144,4,0,280,BLUE>
|
||
ObjectStructure <1,8,Diamond,200,8,0,576,48,6,0,280,GREEN>
|
||
ObjectStructure <1,8,Square,248,8,0,576,96,6,0,280,GREEN>
|
||
ObjectStructure <1,8,Diamond,296,8,0,576,144,6,0,280,GREEN>
|
||
ObjectStructure <1,8,Square,344,8,0,576,192,6,0,280,GREEN>
|
||
ObjectStructure <1,8,Diamond,392,8,0,576,240,6,0,280,GREEN>
|
||
ObjectListEndlabelObjectStructure
|
||
;
|
||
Dataends
|
||
;
|
||
; Macro to output a word value to a port.
|
||
;
|
||
OUT_WORDmacro
|
||
if WORD_OUTS_OK
|
||
out dx,ax
|
||
else
|
||
out dx,al
|
||
inc dx
|
||
xchg ah,al
|
||
out dx,al
|
||
dec dx
|
||
xchg ah,al
|
||
endif
|
||
endm
|
||
;
|
||
; Macro to output a constant value to an indexed VGA
|
||
; register.
|
||
;
|
||
CONSTANT_TO_INDEXED_REGISTERmacro ADDRESS, INDEX, VALUE
|
||
movdx, ADDRESS
|
||
movax, (VALUE shl 8) + INDEX
|
||
OUT_WORD
|
||
endm
|
||
;
|
||
Code segment
|
||
assume cs:Code, ds:Data
|
||
Start proc near
|
||
cld
|
||
mov ax, Data
|
||
mov ds, ax
|
||
;
|
||
; Set 640x350 16-color mode.
|
||
;
|
||
mov ax,0010h ;AH=0 means select mode
|
||
;AL=10h means select
|
||
; mode 10h
|
||
int 10h ;BIOS video interrupt
|
||
;
|
||
; Set the palette up to provide bit-plane precedence. If
|
||
; planes 0 & 1 overlap, the plane 0 color will be shown;
|
||
; if planes 1 & 2 overlap, the plane 1 color will be
|
||
; shown; and so on.
|
||
;
|
||
mov ax,(10h shl 8) + 2 ;AH = 10h means
|
||
; set palette
|
||
; registers fn
|
||
;AL = 2 means set
|
||
; all palette
|
||
; registers
|
||
push ds ;ES:DX points to
|
||
pop es ; the palette
|
||
mov dx,offset Colors ; settings
|
||
int 10h ;call the BIOS to
|
||
; set the palette
|
||
;
|
||
; Draw the static backdrop in plane 3. All the moving images
|
||
; will appear to be in front of this backdrop, since plane 3
|
||
; has the lowest precedence the way the palette is set up.
|
||
;
|
||
CONSTANT_TO_INDEXED_REGISTER SC_INDEX, MAP_MASK, 08h
|
||
;allow data to go to
|
||
; plane 3 only
|
||
;
|
||
; Point ES to display memory for the rest of the program.
|
||
;
|
||
mov ax,VGA_SEGMENT
|
||
mov es,ax
|
||
;
|
||
sub di,di
|
||
mov bp,SCREEN_HEIGHT/16 ;fill in the screen
|
||
; 16 lines at a time
|
||
BackdropBlockLoop:
|
||
call DrawGridCross ;draw a cross piece
|
||
call DrawGridVert ;draw the rest of a
|
||
; 15-high block
|
||
dec bp
|
||
jnz BackdropBlockLoop
|
||
call DrawGridCross ;bottom line of grid
|
||
;
|
||
; Start animating!
|
||
;
|
||
AnimationLoop:
|
||
mov bx,offset ObjectList ;point to the first
|
||
; object in the list
|
||
;
|
||
; For each object, see if it's time to move and draw that
|
||
; object.
|
||
;
|
||
ObjectLoop:
|
||
;
|
||
; See if it's time to move this object.
|
||
;
|
||
dec [bx+Delay] ;count down delay
|
||
jnz DoNextObject ;still delaying-don't move
|
||
mov ax,[bx+BaseDelay]
|
||
mov [bx+Delay],ax ;reset delay for next time
|
||
;
|
||
; Select the plane that this object will be drawn in.
|
||
;
|
||
mov dx,SC_INDEX
|
||
mov ah,[bx+PlaneSelect]
|
||
mov al,MAP_MASK
|
||
OUT_WORD
|
||
;
|
||
; Advance the X coordinate, reversing direction if either
|
||
; of the X margins has been reached.
|
||
;
|
||
mov cx,[bx+XCoord] ;current X location
|
||
cmp cx,[bx+XLeftLimit] ;at left limit?
|
||
ja CheckXRightLimit ;no
|
||
neg [bx+XInc] ;yes-reverse
|
||
CheckXRightLimit:
|
||
cmp cx,[bx+XRightLimit] ;at right limit?
|
||
jb SetNewX ;no
|
||
neg [bx+XInc] ;yes-reverse
|
||
SetNewX:
|
||
add cx,[bx+XInc] ;move the X coord
|
||
mov [bx+XCoord],cx ; & save it
|
||
;
|
||
; Advance the Y coordinate, reversing direction if either
|
||
; of the Y margins has been reached.
|
||
;
|
||
mov dx,[bx+YCoord] ;current Y location
|
||
cmp dx,[bx+YTopLimit] ;at top limit?
|
||
ja CheckYBottomLimit ;no
|
||
neg [bx+YInc] ;yes-reverse
|
||
CheckYBottomLimit:
|
||
cmp dx,[bx+YBottomLimit] ;at bottom limit?
|
||
jb SetNewY ;no
|
||
neg [bx+YInc] ;yes-reverse
|
||
SetNewY:
|
||
add dx,[bx+YInc] ;move the Y coord
|
||
mov [bx+YCoord],dx ; & save it
|
||
;
|
||
; Draw at the new location. Because of the plane select
|
||
; above, only one plane will be affected.
|
||
;
|
||
mov si,[bx+Image] ;point to the
|
||
; object's image
|
||
; info
|
||
call DrawObject
|
||
;
|
||
; Point to the next object in the list until we run out of
|
||
; objects.
|
||
;
|
||
DoNextObject:
|
||
add bx,size ObjectStructure
|
||
cmp bx,offset ObjectListEnd
|
||
jb ObjectLoop
|
||
;
|
||
; Delay as specified to slow things down.
|
||
;
|
||
if SLOWDOWN
|
||
mov cx,SLOWDOWN
|
||
DelayLoop:
|
||
loop DelayLoop
|
||
endif
|
||
;
|
||
; If a key's been pressed, we're done, otherwise animate
|
||
; again.
|
||
;
|
||
CheckKey:
|
||
mov ah,1
|
||
int 16h ;is a key waiting?
|
||
jz AnimationLoop ;no
|
||
sub ah,ah
|
||
int 16h ;yes-clear the key & done
|
||
;
|
||
; Back to text mode.
|
||
;
|
||
mov ax,0003h ;AL=03h means select
|
||
; mode 03h
|
||
int 10h
|
||
;
|
||
; Back to DOS.
|
||
;
|
||
mov ah,4ch ;DOS terminate function
|
||
int 21h ;done
|
||
;
|
||
Start endp
|
||
;
|
||
; Draws a single grid cross-element at the display memory
|
||
; location pointed to by ES:DI. 1 horizontal line is drawn
|
||
; across the screen.
|
||
;
|
||
; Input: ES:DI points to the address at which to draw
|
||
;
|
||
; Output: ES:DI points to the address following the
|
||
; line drawn
|
||
;
|
||
; Registers altered: AX, CX, DI
|
||
;
|
||
DrawGridCross proc near
|
||
mov ax,0ffffh ;draw a solid line
|
||
mov cx,SCREEN_WIDTH/2-1
|
||
rep stosw ;draw all but the rightmost
|
||
; edge
|
||
mov ax,0080h
|
||
stosw ;draw the right edge of the
|
||
; grid
|
||
ret
|
||
DrawGridCross endp
|
||
;
|
||
; Draws the non-cross part of the grid at the display memory
|
||
; location pointed to by ES:DI. 15 scan lines are filled.
|
||
;
|
||
; Input: ES:DI points to the address at which to draw
|
||
;
|
||
; Output: ES:DI points to the address following the
|
||
; part of the grid drawn
|
||
;
|
||
; Registers altered: AX, CX, DX, DI
|
||
;
|
||
DrawGridVert proc near
|
||
mov ax,0080h ;pattern for a vertical line
|
||
mov dx,15 ;draw 15 scan lines (all of
|
||
; a grid block except the
|
||
; solid cross line)
|
||
BackdropRowLoop:
|
||
mov cx,SCREEN_WIDTH/2
|
||
rep stosw ;draw this scan line's bit
|
||
; of all the vertical lines
|
||
; on the screen
|
||
dec dx
|
||
jnz BackdropRowLoop
|
||
ret
|
||
DrawGridVert endp
|
||
;
|
||
; Draw the specified image at the specified location.
|
||
; Images are drawn on byte boundaries horizontally, pixel
|
||
; boundaries vertically.
|
||
; The Map Mask register must already have been set to enable
|
||
; access to the desired plane.
|
||
;
|
||
; Input:
|
||
; CX - X coordinate of upper left corner
|
||
; DX - Y coordinate of upper left corner
|
||
; DS:SI - pointer to draw info for image
|
||
; ES - display memory segment
|
||
;
|
||
; Output: none
|
||
;
|
||
; Registers altered: AX, CX, DX, SI, DI, BP
|
||
;
|
||
DrawObject proc near
|
||
mov ax,SCREEN_WIDTH
|
||
mul dx ;calculate the start offset in
|
||
; display memory of the row the
|
||
; image will be drawn at
|
||
shr cx,1
|
||
shr cx,1
|
||
shr cx,1 ;divide the X coordinate in pixels
|
||
; by 8 to get the X coordinate in
|
||
; bytes
|
||
add ax,cx ;destination offset in display
|
||
; memory for the image
|
||
mov di,ax ;point ES:DI to the address to
|
||
; which the image will be copied
|
||
; in display memory
|
||
lodsw
|
||
mov dx,ax ;# of lines in the image
|
||
lodsw ;# of bytes across the image
|
||
mov bp,SCREEN_WIDTH
|
||
subbp,ax ;# of bytes to add to the display
|
||
; memory offset after copying a line
|
||
; of the image to display memory in
|
||
; order to point to the address
|
||
; where the next line of the image
|
||
; will go in display memory
|
||
DrawLoop:
|
||
mov cx,ax ;width of the image
|
||
rep movsb ;copy the next line of the image
|
||
; into display memory
|
||
add di,bp ;point to the address at which the
|
||
; next line will go in display
|
||
; memory
|
||
dec dx ;count down the lines of the image
|
||
jnzDrawLoop
|
||
ret
|
||
DrawObjectendp
|
||
;
|
||
Code ends
|
||
end Start
|
||
```
|
||
|
||
For those of you who haven't experienced the frustrations of animation
|
||
programming on a PC, there's a *whole* lot of animation going on in
|
||
Listing 43.1. What's more, the animation is virtually flicker-free,
|
||
partly thanks to bit-plane animation and partly because images are never
|
||
really erased but rather are simply overwritten. (The principle behind
|
||
the animation is that of redrawing each image with a blank fringe around
|
||
it when it moves, so that the blank fringe erases the part of the old
|
||
image that the new image doesn't overwrite. For details on this sort of
|
||
animation, see the above-mentioned *PC Tech Journal* July 1986 article.)
|
||
Better yet, the red images take precedence over the green images, which
|
||
take precedence over the blue images, which take precedence over the
|
||
white backdrop, and all obscured images show through holes in and around
|
||
the edges of images in front of them.
|
||
|
||
In short, Listing 43.1 accomplishes everything we wished for earlier in
|
||
an animation technique.
|
||
|
||
If you possibly can, run Listing 43.1. The animation may be a revelation
|
||
to those of you who are used to weak, slow animation on PCs with EGA or
|
||
VGA adapters. Bit-plane animation makes the PC look an awful lot
|
||
like—dare I say it?—a games machine.
|
||
|
||
Listing 43.1 was designed to run at the absolute fastest speed, and as I
|
||
mentioned it puts in a pretty amazing performance on the slowest PCs of
|
||
all. Assuming you'll be running Listing 43.1 on an faster computer,
|
||
you'll have to crank up the `DELAY` equate at the start of Listing
|
||
43.1 to slow things down to a reasonable pace. (It's not a very good
|
||
game where all the pieces are a continual blur!) Even on something as
|
||
modest as a 286-based AT, Listing 43.1 runs much too fast without a
|
||
substantial delay (although it does look rather interesting at warp
|
||
speed). We should all have such problems, eh? In fact, we could easily
|
||
increase the number of animated images past 20 on that old AT, and well
|
||
into the hundreds on a cutting-edge local-bus 486 or Pentium.
|
||
|
||
I'm not going to discuss Listing 43.1 in detail; the code is very
|
||
thoroughly commented and should speak for itself, and most of the
|
||
individual components of Listing 43.1—the Map Mask register, mode sets,
|
||
word versus byte `OUT` instructions to the VGA—have been covered in
|
||
earlier chapters. Do notice, however, that Listing 43.1 sets the palette
|
||
exactly as I described earlier. This is accomplished by passing a
|
||
pointer to a 17-byte array (1 byte for each of the 16 palette registers,
|
||
and 1 byte for the border color) to the BIOS video interrupt (`INT`
|
||
10H), function 10H, subfunction 2.
|
||
|
||
Bit-plane animation does have inherent limitations, which we'll get to
|
||
in a second. One limitation that is *not* inherent to bit-plane
|
||
animation but simply a shortcoming of Listing 43.1 is somewhat choppy
|
||
horizontal motion. In the interests of both clarity and keeping Listing
|
||
43.1 to a reasonable length, I decided to byte-align all images
|
||
horizontally. This saved the many tables needed to define the 7
|
||
non-byte-aligned rotations of the images, as well as the code needed to
|
||
support rotation. Unfortunately, it also meant that the smallest
|
||
possible horizontal movement was 8 pixels (1 byte of display memory),
|
||
which is far enough to be noticeable at certain speeds. The situation
|
||
is, however, easily correctable with the additional rotations and code.
|
||
We'll see an implementation of fully rotated images (in this case for
|
||
Mode X, but the principles generalize nicely) in Chapter 49. Vertically,
|
||
where there is no byte-alignment issue, the images move 4 or 6 pixels at
|
||
a times, resulting in considerably smoother animation.
|
||
|
||
The addition of code to support rotated images would also open the door
|
||
to support for internal animation, where the appearance of a given image
|
||
changes over time to suggest that the image is an active entity. For
|
||
example, propellers could whirl, jaws could snap, and jets could flare.
|
||
Bit-plane animation with bit-aligned images and internal animation can
|
||
look truly spectacular. It's a sight worth seeing, particularly for
|
||
those who doubt the PC's worth when it comes to animation.
|
||
|
||
### Limitations of Bit-Plane Animation
|
||
|
||
As I've said, bit-plane animation is not perfect. For starters,
|
||
bit-plane animation can only be used in the VGA's planar modes, modes
|
||
0DH, 0EH, 10H, and 12H. Also, the reprogramming of the palette registers
|
||
that provides image precedence also reduces the available color set from
|
||
the normal 16 colors to just 5 (one color per plane plus the background
|
||
color). Worse still, each image must consist entirely of only one of the
|
||
four colors. Mixing colors within an image is not allowed, since the
|
||
bits for each image are limited to a single plane and can therefore
|
||
select only one color. Finally, all images of the same precedence must
|
||
be the same color.
|
||
|
||
It is possible to work around the color limitations to some extent by
|
||
using only one or two planes for bit-plane animation, while reserving
|
||
the other planes for multi-color drawing. For example, you could use
|
||
plane 3 for bit-plane animation while using planes 0-2 for normal
|
||
8-color drawing. The images in plane 3 would then appear to be in front
|
||
of the 8-color images. If we wanted the plane 3 images to be yellow, we
|
||
could set up the palette registers as shown in Table 43.2.
|
||
|
||
As you can see, the color yellow is displayed whenever a pixel's bit
|
||
from plane 3 is 1. This gives the images from plane 3 precedence, while
|
||
leaving us with the 8 normal low-intensity colors for images drawn
|
||
across the other 3 planes, as shown in Figure 43.5. Of course, this
|
||
approach provides only 1 rather than 3 high-precedence planes, but that
|
||
might be a good tradeoff for being able to draw multi-colored images as
|
||
a backdrop to the high-precedence images. For the right application,
|
||
high-speed flicker-free plane 3 images moving in front of an 8-color
|
||
backdrop could be a potent combination indeed.
|
||
|
||
Another limitation of bit-plane animation is that it's best if images
|
||
stored in the same plane never cross each other. Why? Because when
|
||
images do cross, the blank fringe
|
||
|
||
| Palette Register | Register Setting |
|
||
|------------------|------------------|
|
||
| 0 | 00H (black) |
|
||
| 1 | 01H (blue) |
|
||
| 2 | 02H (green) |
|
||
| 3 | 03H (cyan) |
|
||
| 4 | 04H (red) |
|
||
| 5 | 05H (magenta) |
|
||
| 6 | 14H (brown) |
|
||
| 7 | 07H (light gray) |
|
||
| 8 | 3EH (yellow) |
|
||
| 9 | 3EH (yellow) |
|
||
| 10 | 3EH (yellow) |
|
||
| 11 | 13EH (yellow) |
|
||
| 12 | 3EH (yellow) |
|
||
| 13 | 3EH (yellow) |
|
||
| 14 | 3EH (yellow) |
|
||
| 15 | 3EH (yellow) |
|
||
|
||
Table: Table 43.2 Palette RAM settings for two-plane animation.
|
||
|
||
around each image can temporarily erase the overlapped parts of the
|
||
other image or images, resulting in momentary flicker. While that's not
|
||
fatal, it certainly detracts from the rock-solid animation effect of
|
||
bit-plane animation.
|
||
|
||
Not allowing images in the same plane to overlap is actually less of a
|
||
limitation than it seems. Run Listing 43.1 again. Unless you were
|
||
looking for it, you'd never notice that images of the same color almost
|
||
never overlap—there's plenty of action to distract the eye, and the
|
||
trajectories of images of the same color are arranged so that they have
|
||
a full range of motion without running into each other. The only
|
||
exception is the chain of green images, which occasionally doubles back
|
||
on itself when it bounces directly into a corner and reverses direction.
|
||
Here, however, the images are moving so quickly that the brief moment
|
||
during which one image's fringe blanks a portion of another image is
|
||
noticeable only upon close inspection, and not particularly unaesthetic
|
||
even then.
|
||
|
||

|
||
|
||
When a technique has such tremendous visual and performance advantages
|
||
as does bit-plane animation, it behooves you to design your animation
|
||
software so that the limitations of the animation technique don't get in
|
||
the way. For example, you might design a shooting gallery game with all
|
||
the images in a given plane marching along in step in a continuous band.
|
||
The images could never overlap, so bit-plane animation would produce
|
||
very high image quality.
|
||
|
||
### Shearing and Page Flipping
|
||
|
||
As Listing 43.1 runs, you may occasionally see an image shear, with the
|
||
top and bottom parts of the image briefly offset. This is a consequence
|
||
of drawing an image directly into memory as that memory is being scanned
|
||
for video data. Occasionally the CRT controller scans a given area of
|
||
display memory for pixel data just as the program is changing that same
|
||
memory. If the CRT controller scans memory faster than the CPU can
|
||
modify that memory, then the CRT controller can scan out the bytes of
|
||
display memory that have been already been changed, pass the point in
|
||
the image that the CPU is currently drawing, and start scanning out
|
||
bytes that haven't yet been changed. The result: Mismatched upper and
|
||
lower portions of the image.
|
||
|
||
If the CRT controller scans more slowly than the CPU can modify memory
|
||
(likely with a 386, a fast VGA, and narrow images), then the CPU can rip
|
||
right past the CRT controller, with the same net result of mismatched
|
||
top and bottom parts of the image, as the CRT controller scans out first
|
||
unchanged bytes and then changed bytes. Basically, shear will
|
||
occasionally occur unless the CPU and CRT proceed at exactly the same
|
||
rate, which is most unlikely. Shear is more noticeable when there are
|
||
fewer but larger images, since it's more apparent when a larger screen
|
||
area is sheared, and because it's easier to spot one out of three large
|
||
images momentarily shearing than one out of twenty small images.
|
||
|
||
Image shear isn't terrible—I've written and sold several games in which
|
||
images occasionally shear, and I've never heard anyone complain—but
|
||
neither is it ideal. One solution is page flipping, in which drawing is
|
||
done to a non-displayed page of display memory while another page of
|
||
display memory is shown on the screen. (We saw page flipping back in
|
||
Chapter 23, we'll see it again in the next chapter, and we'll use it
|
||
heavily starting in Chapter 47.) When the drawing is finished, the
|
||
newly-drawn part of display memory is made the displayed page, so that
|
||
the new screen becomes visible all at once, with no shearing or flicker.
|
||
The other page is then drawn to, and when the drawing is complete the
|
||
display is switched back to that page.
|
||
|
||
Page flipping can be used in conjunction with bit-plane animation,
|
||
although page flipping does diminish some of the unique advantages of
|
||
bit-plane animation. Page flipping produces animation of the highest
|
||
visual quality whether bit-plane animation is used or not. There are a
|
||
few drawbacks to page flipping, however.
|
||
|
||
Page flipping requires two display memory buffers, one to draw in and
|
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one to display at any given time. Unfortunately, in mode 12H there just
|
||
isn't enough memory for two buffers, so page flipping is not an option
|
||
in that mode.
|
||
|
||
Also, page flipping requires that you keep the contents of both buffers
|
||
up to date, which can require a good deal of extra drawing.
|
||
|
||
Finally, page flipping requires that you wait until you're sure the page
|
||
has flipped before you start drawing to the other page. Otherwise, you
|
||
could end up modifying a page while it's still being displayed,
|
||
defeating the whole purpose of page flipping. Waiting for pages to flip
|
||
takes time and can slow overall performance significantly. What's more,
|
||
it's sometimes difficult to be sure when the page has flipped, since not
|
||
all VGA clones implement the display adapter status bits and page flip
|
||
timing identically.
|
||
|
||
To sum up, bit-plane animation by itself is very fast and looks good. In
|
||
conjunction with page flipping, bit-plane animation looks a little
|
||
better but is slower, and the overall animation scheme is more difficult
|
||
to implement and perhaps a bit less reliable on some computers.
|
||
|
||
### Beating the Odds in the Jaw-Dropping Contest
|
||
|
||
Bit-plane animation is neat stuff. Heck, good animation of *any* sort is
|
||
fun, and the PC is as good a place as any (well, almost any) to make
|
||
people's jaws drop. (Certainly it's the place to go if you want to make
|
||
a *lot* of jaws drop.) Don't let anyone tell you that you can't do good
|
||
animation on the PC. You can—*if* you stretch your mind to find ways to
|
||
bring the full power of the VGA to bear on your applications. Bit-plane
|
||
animation isn't for every task; neither are page flipping,
|
||
exclusive-ORing, pixel panning, or any of the many other animation
|
||
techniques you have available. One or more tricks from that grab-bag
|
||
should give you what you need, though, and the bigger your grab-bag, the
|
||
better your programs.
|