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| From: | "Chaos" <chengin AT alpha DOT net DOT pl> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | fprintf() and using under graphic modes |
| Date: | Sat, 20 Nov 1999 23:17:17 +0100 |
| Organization: | Chaos Engine |
| Lines: | 42 |
| Message-ID: | <8176ml$or0$1@portraits.wsisiz.edu.pl> |
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| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
Hi
I've been recently writing 2D video game. Nothing really big, but for my
pleasure.
VESA is used prtty much in my code, so I was wondering if there is easy (and
fast!) method to print
some text message on the LFB or VRAM (using bank switching). My first
thought was to make it with fprintf() and other *printf functions.
I was surpprised, that fprintf put a very nice text prompt in 640*480*256c
mode (0x101).
Now i'm wondering if I can do it safelly. Can I stick with printing text
messages such as timer or player name using only printf-familly functions.
Are there any limitations in using those functions in graphics modes? I
suspect they are only text modes functions.
And what about erasing buffer (text buffer) in graphics modes. I know that
i sends strings to stdout but, could this
mess my VRAM in graphic mode?
Secondly.
Is ther a limit how much memory can I use in the following example:
__dpmi_set_segment_limit(VideSelector,XXXXXXX);
I'm using that in Linear_Frame_Buffer allocating routine. Experimentally i
figured out that reasonable amount (of XXXXXX) is 1024*1024. My machine (64
MB RAM) didn't let me "take" more. And what if I will have to allocate much
more memory for true_color_high_resolution prog? Is ther a way to go through
it?
--
Take care.
-=| Chaos |=-
e-mail: chengin AT alpha DOT net DOT pl
chengin AT polbox DOT com
_______________________________________________
The statistics on sanity are that one out of every four people is
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