Back in high school I used to spend way too much time playing with mode 13h. I used turbo pascal which allowed some inline assembly syntax [1], so one would initialize the 320x200x256color mode like:
BEGIN
asm
mov ax, 13h
int 10h
end;
END;
and put a pixel on the screen like:
Procedure Putpixel (X, Y : Integer; Col : Byte);
BEGIN
VgaMem [X + (Y * 320)] := Col;
END;
The palette was just 256 colors but you could pick which rgb colors to use [2], some effects would be based in palette cycling, others (fire!) would like nice by focusing in fewer hues.
8088 was the second cpu i coded assembler/machinecode on, and mode 13 was naturally my favorite mode until fatter graphic adapters came around, but let's not forget that this was actually achieved in mode 4, if my memory serves me well. Mind blown.
Back in high school I used to spend way too much time playing with mode 13h. I used turbo pascal which allowed some inline assembly syntax [1], so one would initialize the 320x200x256color mode like:
and put a pixel on the screen like: The palette was just 256 colors but you could pick which rgb colors to use [2], some effects would be based in palette cycling, others (fire!) would like nice by focusing in fewer hues.Such a time sink... :-)
1: http://archive.gamedev.net/archive/reference/articles/articl...
2: http://www.brackeen.com/vga/bitmaps.html