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{
JAMES SAITO
> I wonder if I can allocate With GetMem more than 64K, though. You see, I'm
> interested in creating games With my own code, and the most important part
> of games is Graphics. You don't want to play some dumb monochrome Text
> adventure With a little man (@). :) Do you have any tips For outputting a
> screen of information such as a part of a dungeon? I'd sorta like to keep
> the Character centered like in Nintendo games.
Well. if you want to make a 320x200x256 game, I know the right stuff. if you
would like to make the Character centered, and when you press
up/down/left/right, the whole screen scrolls. Here is an example on a playing
field that is umm. Let's say 1000x200 (200K).
}
Var
Field : Array [0..199] of Pointer; {The Field}
P : Pointer; {I'll tell you what happens With this}
Count,
Count2 : Integer;
begin
{Init The Graphics}
Asm
MOV AH,00H {AH = 0}
MOV AL,13H {AL = 13H,which is the Graphics mode 320x200x256}
INT 10H {Call the Graphics bios services}
end;
if Mem[$40:$49] <> $13 Then
begin
WriteLn('VGA Graphics Required For this game');
Halt(1);
end;
For Count := 0 to 199 do
begin
getmem(field[count],1000); {Find a chunk of memory For the field}
For count2 := 0 to 999 do
mem[seg(field[count]^) : ofs(field[count]^)] := random(256);
{Create a random field}
end;
getmem(p, 64000);
For Count2 := 0 to 679 do
begin
For count := 0 to 199 do
Move(mem[seg(field[count]^) : ofs(field[count]^) + Count2],
mem[seg(p^) : ofs(p^) + count * 320], 320);
{Now do put your player on, supposing it's a white block}
For count := 90 to 110 do
FillChar(mem[seg(p^) : ofs(p^) + count * 320 + 150], 20, 15);
move (p^, mem[$A000 : 0], 64000);
{Now copy that workspace into the video memory}
end;
{Now time to close the Graphics}
Asm
MOV AH,$00;
MOV AL,$03;
INT 10H
end;
{Free all blocks}
For Count := 0 to 199 do
freemem(field[count], 320);
freemem(p, 64000);
end.
{
Well. That's it. It actually took me 20 minutes to Type this whole thing
right in the message base. I guess there's a bit of errors. - James Saito
}
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