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Power Paint version 0.80
about 75k
Here are my problems so far.
Things to do on this project:
1) When save, or load is pressed a dialog box needs to open
giving the ability to enter text for a file name. The
Warlock editor has something like this, but the text
editing is done on the main screen, and not in the pop
up window.
2) All the code need to be switched to a double_buffer
instead of just the video buffer. (although i am
considering page flipping.)
3) My current bug that I am working on is why the pictures
that I drew in Adobe 4.0 like ViewFrame.pcx are not
fitting like I thought they would. For instance the
medium selector window is 75 x 75 pixels in adobe, but
the 24 x 24 sprites I try to load in seem to be smaller
than I expected.
4) Why aren't the sprites being drawn as they should be
(they are white)?
5) How in the heck can we implement the scrolling window
to draw the selected tile? (i still have no idea!)
6) How can we make the mini window look like it represents
the map being drawn? (??????)
7) What is the format that our data structure should be for
these quests. What is the format of the files we will
create with it.
8) a new and recent problem, loading sound/music with pcx
files being loaded. I have an idea about this one. use
a bat file.
here is what i think i can do in the bat file.
@echo off
echo Welcome to some program.
soundrv
midpak
IF ERRORLEVEL 1 GOTO END
:END
midpak u
soundrv u
pause
So have any ideas that you would like to share, espiecally
scrolling and tiles. Hey if you can give some hints, info
whatever that would be great! Thanks!
Right now i'm trying to understand mode y(320x200x256). So
i can get into page flipping, then later i want to learn
mode z(320x400x256). so far i'm getting it. mode y that is.
I'm reading mode y tutor from jim the loiterer. This deals with REAL MODE only!
Mode Y has a "planar" memory configuration. There are 4 planes in mode Y. they do not overlap. plane 0 = pixel(0,whatever); plane 1 = pixel(1,whatever); plane 2 = pixel(2,whatever); plane 3 = pixel(3,whatever); plane 0 = pixel(4,whatever); it keeps looping this way. That is how the "planar" memory is configured in mode y. each plane is 16,000 bytes. NOT kilobytes(1024 bytes) but bytes. when writing to one memory location it writes to all 4 planes in parallel. example: when writing to plane 0 with pixel(0,?,color) it also rights to: (1,?,color) (2,?,color) and (3,?,color) it talks about singling out a plane by using the VGA's sequencer. thats another time. aagh! got a big headache now! Reading this tutor, a bit confusing.
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