I wrote an implementation of the above algorithm here<br><br><A HREF="http://www.ocf.berkeley.edu/~horie/vesaw3.bas" TARGET="_new">http://www.ocf.berkeley.edu/~horie/vesaw3.bas</A><br><br>This only does full-screen windows, but if you follow the above algorithm, you can see it's pretty simple...
For learning QuickBASIC in general, including useful interrupts, I highly recommend this wonderful (and free) book:<br><br><A HREF="http://www.ethanwiner.com/WINER.ZIP" TARGET="_new">http://www.ethanwiner.com/WINER.ZIP</A><br>If that doesn't work, go to <br><A HREF="http://www.ethanwiner.com"...
Answering Lupine's question:<br> Libraries are<br> - a group of subroutines that do something,<br> like handle super VGA graphics or database handling.<br> How to use QuickBASIC...
Here's a nice program that does just that<br><A HREF="http://www.ocf.berkeley.edu/~horie/multikey.bas" TARGET="_new">http://www.ocf.berkeley.edu/~horie/multikey.bas</A><br><br><br>For more cool programs like this, go to<br><A HREF="http://www.ocf.berkeley.edu/~horie/project.html"...
You can get a moderate to pretty good speedup by using a assembly language memcopy-like routine (using MMX/FPU blits if possible), and don't check for bank switches if at all possible. Because banks are usually at least 4K long (more likely 64K), that means that on...
Yes, it's possible. I've seen 2 major ways in which this was accomplished. One is using a Win32 helper program that delivers Winsock data packets to and from a file that is used as the interface between V86 mode and pmode (Windows). The other way is to use a DOS...
To do 640x480x256, you need to use VESA or access your graphics card directly, unless you are using a library like Future.Library at <A HREF="http://www.qb45.com" TARGET="_new">http://www.qb45.com</A> (look for f3build.zip in the products page) or SVGAQB25 library from Zephyr Software...
Hi<br> You need to add up the colors of the surrounding pixels and average it out.<br>So you'd do something like <br>PSET(x,y),(POINT(x,y)+POINT(x+1,y)+POINT(x-1,y)+POINT(x,y-1)+POINT(x,y+1))\5<br>for each pixel on the line, after you enter graphics mode.<br><br>If you want to see...
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