Mode 12?

Does anyone have information on Mode 12? It supports 640X480, 16 colors, 1 page. It is a VGA standard, and can be set with a typical mode(uc MODE) function. The limited colors can be converted to shades of gray, to produce realistic imagery, and 640X480 should suffice for any game. In Mode 12, are the pixels not linear? How are they arranged? Strangely, every byte is transfered as a word, two consecutive bytes, or appears in a location it shouldn't, and never takes

on its 1-16 color. Any documentation on this?


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  • : Does anyone have information on Mode 12? It supports 640X480, 16 colors, 1 page. It is a VGA standard, and can be set with a typical mode(uc MODE) function. The limited colors can be converted to shades of gray, to produce realistic imagery, and 640X480 should suffice for any game. In Mode 12, are the pixels not linear? How are they arranged? Strangely, every byte is transfered as a word, two consecutive bytes, or appears in a location it shouldn't, and never takes

    : on its 1-16 color. Any documentation on this?


    It is the farthest thing from linear there is. It uses four banks (like modeX), but each bank holds 1 of the four bits. In that sense, each byte addressed to the card controls up to 8 pixels, depending on the mask you use. It is a complex nightmare, and if you want to do it get "Zen of graphics programming" by Abrash.


    Rock




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