HDTenEightyP/NetNews huggingface dataset:
From: ummackse@ccu.umanitoba.ca (Chris Macksey)
Subject: XLIB04 again... And another question!
Summary: Where is XLIB? And how do you page swap in 320x200x256 mode?
Keywords: XLIB MODEX XLIB04 VGA PAGE SWAPPING
Organization: University of Manitoba, Winnipeg, Canada
Date: Sat, 23 Jan 1993 04:36:37 GMT


Hm.... As yet no response on my query on where XLIB04 is... *sigh*.
I've heard rumours that it's on SIMTEL somewhere, but I've checked
the GRAPHICS, VGA, PGMUTL, C, TURBO-C, and ASMUTL directories for it to
no avail.  (Then again, I'm _technically_ not looking on SIMTEL, I'm
looking in oak.oakland.edu - but it's supposed to be a mirror, and one
with very little delay, or so I've heard).  The only thing I've received
is an e-mail asking me if I'd found out yet.  Please, please, please,
PLEASE tell me where XLIB is *sniff* *sob*..... Alright, Chris.... get ahold
of yourself.... Aah. Much better.

On another topic, is there any way to do page swapping in standard VGA
320x200x256 mode?  I have a 1MB video card, yet the BIOS seems to only support
one page in this mode.  Can anyone enlighten me as to why this silly
restriction is there?  I suppose I could put the image into a bitmap and use
the putimage() (BGI) function to put it on the screen, but that means I have
to re-invent the wheel instead of using the standard BGI commands.
(I'm using Turbo C v2.0 and the SVGA256.BGI driver).  Any info on how to
do (non-messy) page swapping (well, ok... it can even be a little messy)
in this mode would be muchly appreciated.

Thanks in advance...
---------------------------------------------------------------------------
Chris Macksey                            "All kids love LOG(tm)!"
(ummackse@ccu.umanitoba.ca)                    - Ren n' Stimpy.
Newsgroups: rec.games.programmer
From: olsen_jo@cc.uvcc.edu
Subject: Re: Licensing fees
Organization: Utah Valley Community College
Date: Wed, 27 Jan 1993 22:30:31 GMT

In article <C1HDy2.GIM@watserv1.uwaterloo.ca>, fdscussi@sunee.uwaterloo.ca (Frank Scussion) writes:
> A friend and I are designing a graphics library for use in games, and we're
> wondering what we can expect game development houses to license it for (i.e.
> what sort of licensing fees are reasonable).

It had better be the hottest library in the universe if you expect any
development houses to use it.  They already have their own, and are producing
games with them.  Switching would cause the programmers to go through a new
learning curve.  If yours is obviously easier and faster, they may use it,
but you've got a very hard-to-convince customer.

Nobody is going to use a package where they have to pay a fee per copy 
unless you have a corner on the market.  32 bit DOS extenders used to fit
into this category, but don't any more.

Some packages work well as shareware, but graphics libraries don't have 
much of a market when compared to complete applications.

Sorry to rain on your parade, but I don't see any way of making much money
from a graphics library without working with a compiler company and getting
it included as part of their package.  If you are happy trading $$ for
recognition, you will be competing with xlib04 and yak packages.
 
> Anyone out there done anything similar?

Xlib04 is out there, runs great, does fast graphics, and is public domain.
They will be hard to compete with on price for a PC VGA graphics lib. :^)

I haven't used yakicons but I hear it is similar, but there are areas
where xlib and yak don't overlap.

John Olsen
olsen_jo@uvadm.uvcc.edu
jolsen@titan.wordperfect.com
From: mucds@uxa.ecn.bgu.edu (Corey D. Stinson)
Newsgroups: rec.games.programmer
Subject: int 33h (mouse) services question
Date: 21 Jan 1993 18:57:41 -0600
Organization: Educational Computing Network
NNTP-Posting-Host: uxa.ecn.bgu.edu

   Is there a service in int 33h for programming a new bitmap into
the mouse cursor?  Or, can someone direct me to a place where I
can grab the int33h list.  Thanx in advance for any help!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| Corey D. Stinson             |   .  _______   .       .   .         .  .  |
| Western Illinois University  |     /       \      \|    .     .           |
| Macomb, IL                   | .   \ O   O / .  . \|/_   .       .        |
|  (the center of the action)  |      |  U  |      .//       .         .  . |
|  mucds@uxa.ecn.bgu.edu       |    .  \|||/    .  //  .       .      .     |
| Fear of the dark...I have the constant fear that something's always near! |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Date: Wednesday, 27 January 1993 19:23:46 EST
X-Mailer: TMail version 1.14R
From: "Tim Triemstra" <empath@ais.org>
Organization: Empath Software
Subject: Re: Starfields.
Newsgroups: rec.games.programmer
Distribution: world

In <7764@sersun1.essex.ac.uk>, alexk@essex.ac.uk wrote:
   >	I am currently attempting to write a starfield that moves from the
   >centre outwards. I have done a horizontal one, but am advancing. Mine is 
   >decidily slow and cumbersome. Does anyone have some info on this.

Hows about are you trying to accomplish this?  If it involves and array,
I can already tell you that you're probably not going to get the results
you are looking for (not to mention taking up alot of memory that isn't
needed.)

You may want to try this.  Draw the stars in a color that isn't used for 
anything else within the starfield.  Then, move around the screen, from the
inside out, looking for screen pixels with this color.  Then, simply put
the color back (to black) and draw the star at the same angle away from the
center at a slightly longer distance....

I hope this helps.  Although it may require a half-way decent graphics
package to get good results.

Tim.

-------------------------------------------------------
| When the end comes, there will be two men standing: |
|   Me, and the guy I gotta kill.   - Gosh I'm EVIL   |
------ Tim Triemstra ------------- empath@ais.org -----
Newsgroups: rec.games.programmer
Subject: The Yak does Windows!
Date: 23 Jan 93  14:48:38 EST

Ummmmmm I don't have a way to download YakIcons... could you put an address to send for it in the public forum? (as I'd have no way of reading private mail sent to me either :)    )

thanks.

        -Eric Kjellman


 * Origin: NineJackNine (1:121/99)
Newsgroups: rec.games.programmer,comp.os.msdos.programmer
From: yawei@bronze.ucs.indiana.edu (~{QG9p~})
Subject: Re: Graphics Library for the SpeedStar 24X? (VESA)
Organization: Indiana University
Date: Sun, 24 Jan 1993 07:06:02 GMT

In article <1993Jan22.190701.24969@ultb.isc.rit.edu> nbb3647@ultb.isc.rit.edu (N.B. Bast) writes:

>the 24X is hardware VESA compatible... you won't even need a driver for
>most things.

Actually, VESA is just a BIOS standard instead of a hardware standard,
therefore 24X cannot be hardware compatible with VESA.  It is true
that 24X seems to have implemented VESA in its BIOS hence no additional
driver is needed.

  Ya-Gui Wei


From: Brian.Ostergren@njackn.uucp (Brian Ostergren)
Sender: FredGate@njackn.uucp
Newsgroups: rec.games.programmer
Subject: int 33h (mouse) services question
Date: 25 Jan 93  20:04:30 EST

 CDS>    Is there a service in int 33h for programming a new bitmap into
 CDS> the mouse cursor?  Or, can someone direct me to a place where I
 CDS> can grab the int33h list.  Thanx in advance for any help!

        Yes there is. You must have an array[0..31] of word to store the bitmap in. The cursor is 16x16 so, the first 16 words show the what should appear white and the second 16 words show where the background should show through. Or it could possibly be the other way around, I haven't used it for a while so I don't remember. The registers should be set the following way:
 AX:=9;
 BX:=hsx; {hsx being the x-coordinate of the "hot-spot"}
 CX:=hsy; {same as hsx except for y}
 DX:=ofs(cursorarray[0]);
 ES:=seg(cursorarray[0]);
And then you must call int 33h.


 * Origin: NineJackNine (1:121/99)
Newsgroups: rec.games.programmer
From: bromage@mullauna.cs.mu.OZ.AU (Andrew Bromage)
Subject: Colour cycling - I get flicker
Organization: Computer Science, University of Melbourne, Australia
Date: Mon, 25 Jan 1993 00:41:16 GMT

I've got some code for cycling the VGA palette, but I have problems with
flicker. The main problem is that I can't disable interrupts during the
"rep outsb" (did I mention I was using the 286 instructions?) because I've
got music playing in the background. The result is that I get terrible flicker
over the top quarter or so of the screen.

Does anyone know a cure for this?

Andrew Bromage
------------------------------------------------------------------------- 
Andrew Bromage                |  "When the going gets wierd, the wierd 
bromage@mullauna.cs.mu.oz.au  |   turn pro"     - Dr Hunter S Thompson 
bromage@ecr.mu.oz.au          |           . <- You Are Here 
If any opinions expressed here match those of the University 
of Melbourne, I'll sue them for plagarism.
Newsgroups: rec.games.programmer
From: u910826@postoffice.utas.edu.au (Louis)
Subject: Re: Colour cycling - I get flicker
Organization: University of Tasmania
Date: Tue, 26 Jan 1993 04:52:28 GMT

In article <9302511.29461@mulga.cs.mu.OZ.AU>, bromage@mullauna.cs.mu.OZ.AU (Andrew Bromage) writes:
> 
> I've got some code for cycling the VGA palette, but I have problems with
> flicker. The main problem is that I can't disable interrupts during the
> "rep outsb" (did I mention I was using the 286 instructions?) because I've
> got music playing in the background. The result is that I get terrible flicker
> over the top quarter or so of the screen.
> 
> Does anyone know a cure for this?

Try a different music library, one where you can "pole" the sound
routines every retrace or so. I think GoldPlay allows this, (assuming
you're playing a mod).

Also, you can try and limit the number of colours that you cycle
ie don't cycle the whole palette unless you really have to.

good Luck.

Louis

Newsgroups: rec.games.programmer
Organization: Ege University - Computing Center
Date: Tuesday, 26 Jan 1993 13:50:15 TUR
From: <OBL9031@TREARN.BITNET>
Newsgroups: rec.games.programmer,rec.games.misc,comp.sys.ibm.pc.games
Subject: A team on a game project

Hi!

  We're an amateur group that is working on a game project under
DOS using hi-level languages (C or Pascal) and/or Assembler.
Since we're unexperienced on this subject and lack of resources,
we need your help. This help may contain source programs, documents,
thoughts, and ideas. We're now in a stage of finding the scenario.

                     Thanks for your earliest attention.

                     Volkan GAZiOgLU (VGA)
                     OBL9031@TREARN.BITNET
From: aramakri@eniac.seas.upenn.edu (Anand Ramakrishnan)
Newsgroups: rec.games.programmer
Subject: Re: Mouse function 24
Date: 22 Jan 93 14:41:32 GMT
Organization: University of Pennsylvania

Hi all,

	I was wondering if anyone out there has gotten Mouse function 24, 
int 33h, (set alternate subroutine) to work using Turbo C routines.  I have 
the Microsoft Programmer's Reference, but I can't get their example for this
function to work.  Thanks in advance.


							- Anand Ramakrishnan










Newsgroups: rec.games.programmer
From: s026@brems.ii.uib.no (Paal K Holmberg)
Subject: Accessing unused screen memory (ibm pc)
Keywords: 
 
 i am writing a program in mode 13h, which only allows me to use the 64kb
Organization: University of Bergen, Norway
Date: Thu, 28 Jan 93 15:14:15 GMT

segment at A000. My video-card has 1mb memory, and i find it is a waste not
to be able to use more of it. I have tried to store data in the unused portion,
but with no luck. are there any special tricks i can use to access this memory ?
Any information on this is welcome.

-- 
 Paal Krebs Holmberg
 UiB
 Norway
 
 "To program, or not to program - thats not a question " ;-) 

                               |                          
                               |                           
                               |              
                              (n)             
                   X-----====(.i.)====-----X  
                      X       +++       X    
                               ~             
  		   Good flying,and check six
Newsgroups: rec.games.programmer,comp.os.msdos.programmer
From: stoned@wimsey.bc.ca (Darren Stone)
Subject: Re: Graphics Library for the SpeedStar 24X?
Organization: Wimsey Information Services
Date: Fri, 22 Jan 1993 00:42:05 GMT
X-Newsreader: Tin 1.1 PL5

Matthew M. Bace (bace@harker.com) wrote:
: 	Does anybody know where I can get a fast graphics library for the
: Diamond SpeedStar 24X that supports the 640x480x256 and/or 800x600x256 SVGA
: modes?  Speed and code-size are my main concerns, so it would be really nice
: to have a graphics package where I could just link in support for the modes
: I need (and thus get rid of the overhead of supporting all SVGA graphics
: modes).

I believe the SpeedStar uses a chip by S3 (similar to the S3 chip in the
Diamond Stealth).  S3 has a library of graphic routines you can buy that
supports all of the modes of all of its chips.  I have an old version
of the library for the 86C911 in the Stealth.  I'm waiting for the new
version that supports all the chips. 

I'll lookup the phone#/address for S3 if you'd like.

- Darren Stone
  Xanth Software F/X
  stoned@wimsey.bc.ca

Newsgroups: rec.games.programmer
From: djones@Newbridge.COM (Dave Jones)
Subject: Where can one find the XLIB04 library
Organization: Newbridge Networks Corporation
Date: Fri, 22 Jan 1993 13:34:37 GMT

Can anyone tell me where I can find a copy of the
XLIB04 library, and any other useful utilities
for game design.

	Thanks in advance
Newsgroups: rec.games.programmer
From: thomase@extro.ucc.su.OZ.AU (Thomas Esamie)
Subject: The longest journey
Summary: well it begins with just one step you know...
Organization: /etc/organization
Date: Mon, 25 Jan 1993 10:50:28 GMT

	Let me put aside any delusions by saying that I know little about
programming games. I do however know a fair bit about programming and for
reasons too long to list here I want to try my hand at programming some
simple unpretentious games. The problem I have is making a start. I just 
don't know where to, but this group seems like a good idea. I have both 
an Amiga and access to a PC, and I want to try my hand on the PC, though
any tips on the Amiga will also be appreciated.
	Ideally I'd like some sample code (eg a block bouncing around the
screen will do nicely) some ideas on the graphics handling, language used and
tools needed. Not much is it :-) ?
	I've been waiting for the FAQ but it doesn't seem to appear so I'm just
asking straight out.
	As I say any help would be appreciated, thanks guys.

			Thomas the Tank Engine
			aka Algor

+--------------------------------------+--------------------------------------+
| Email : thomase@extro.ucc.su.oz.au   | The only way to deal with temptation |
|    or   ak586@cleveland.freenet.edu  | is to give in to it.                 |
+--------------------------------------+--------------------------------------+
Newsgroups: rec.games.programmer
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Re: questionnaire: I'm stumped!
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 29 Jan 93 02:02:45 GMT

lazarus@ug.cs.dal.ca (Chuck Turner) writes:

>Hi people.

>I've had nine responses to my questionnaire so far (thanks).  Something 
s
>puzzling me, however.  Of those nine responses, seven people have Window
 3.1
>on their system, yet of those seven, six people have said they would pre
er
>a game that didn't use Windows.  I'm curious about this, as Windows seem

>to me to be an extremely powerful application that is perfectly suited t

>our project.  My partner and I were going to use *a* windowing system an
way,
>it was just a matter of deciding if we would use one of the shareware
>packages, or shell out the money for Borland C++ 3.1.

>If you folks could post or mail reasons against using Windows for a game
>environment, please let me know.  As I said, we're most amazed by this
>trend.  

>Thanks for your help.

>					- Chuck 

>PS:  Our other option, besides Windows 3.1 is TCXL55 by Inovative Data
>     Concepts.

> _______________________________________ 
>|                                       | '..err..of course I suck blood
' 
>| "--whether you are quiet and ALIVE or | 'I don't believe you.' 
>| quiet and DEAD makes no difference to | 'I've got a straw right here P
L! 
>| Cerebus."                             |  You want a demonstration?!'
>|       - Cerebus the Aardvark          |                   - The Tick 
>|_______________________________________| Chuck Turner -> lazarus@ug.cs.
al.ca
AAAH!@

The answer to this is actually simple.  I'm not sure who originated the
quote, but it's one of my favorites: "Roaches crawl under doors; programs
crawl under Windows."

It is technically possible to write a fine game under windows-- if screen
refresh isn't a big deal, and if the graphics are static and very slow. 
Witness "Castle of the Winds"-- primitive, but a fine effort nonetheless. 
Lookit-- I'm running a '486 with an s3 card and I find windows
mind-bogglingly slow.  BC++3.1 won't help much; their text windowing
system is text-only, and the graphics version (objectWindows) is simply a
Windows 3.1 shell-- you'd be running Windows anyway.

...although BC++3.1 would let you run the new Windowing version of
yakIcons (plug plug)(sorry about that).

-->Vputz
From: alexk@essex.ac.uk
Newsgroups: rec.games.programmer
Subject: Starfields.
Date: 27 Jan 93 13:00:59 GMT
Reply-To: alexk@essex.ac.uk ()
Organization: University of Essex, Colchester, UK


	I am currently attempting to write a starfield that moves from the
centre outwards. I have done a horizontal one, but am advancing. Mine is 
decidily slow and cumbersome. Does anyone have some info on this.

	Cheers,

	K.A.

------------------------------------------------------------------
Kevin Alexander.     | Pretentious Quote:  "Uzi Nine Millimetre" |
University of Essex. |                             (Shakespeare) |
alexk@essex.ac.uk.   | Disclaimer: I never wear fluffy slippers. |
Newsgroups: rec.games.programmer
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Re: Licensing fees
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 29 Jan 93 01:48:46 GMT


WC> Xlib04 is out there, runs great, does fast graphics, and is
WC> public domain. They willphics lib. :^) I haven't used yakicons but I
hear it is
WC> similar, but there are areas where xlib and yak don't overlap.

yakIcons is a XLIB04 shell designed for high end languages (C++), while
XLIB is the low-level put-to-the-screen routines.

I tend to concur: trying to sell your library to a major software house
will probably be fruitless.  Give it away.  Give away tools; sell the
games you make with them.

Jes' my two cents.

Good luck (and good gaming),
-->Vputz

Newsgroups: rec.games.programmer
From: rivero@sol.cie.unizar.es (Alejandro Rivero)
Subject: What is StorySpace?
Reply-To: rivero@sol.cie.unizar.es
Organization: Department of Theoretical Physics. University of Zaragoza
Date: Fri, 22 Jan 1993 21:45:25 GMT
From: sl859@cc.usu.edu
Newsgroups: rec.games.programmer
Subject: Re: Aaargh!!! Scanning.
Date: 24 Jan 93 02:54:16 MDT
Organization: Utah State University

In article <1993Jan22.204440.19422@news.acns.nwu.edu>, glover@casbah.acns.nwu.edu (Eric Glover) writes:
> I really need to know if there is a good program to 
> 
> 1: scan in images into 320x200x256 mode

Scan and edit?  doubtful.

> 2: edit that scan and save it out as .pcx to be used as sprites

this is no problem... 

I would suggest the program that I use.  Deluxe Paint II+  It is quite simple
to use, and the interface is quite easy to use.  It doesn't have a scan
function or anything like that, but can use several VGA modes.  You can convert
from 680by 400  easily if you simply grab what you want in the frame and then
resize the page.    Coloring Grey scale images are quite simple as well.  Set
up a normal gradient of color and then set the stencil to cover the area you
want with the particular grey.  16 color grey is definately ENOUGH greys!  
You will definately have to still touch up the images, but it does work.  If
you have any additional questions, let me know and I will try and help.  I have
been experimenting quite a bit with different scanners (flat bed and logitech
hand held)  Perhaps I can add more details if I knew more specifics.
> 

						wReam...
						SL859@cc.usu.edu

P.S.
> This is really enough to make me want to punch this **** computer, like
> most of you Ive been working on a shareware here for a number of years,
> only to be hung up by some problem at every turn, now its image capturing.

Don't hit the computer!  It simply isn't healthy!  :)

Newsgroups: rec.games.programmer
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: The yak gets net access!
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 29 Jan 93 02:10:42 GMT


All right, it's like this: my wife now has an account on the vax which I
can use in small amounts.  My weeks are pretty much consumed by UPT, so I
only have weekends to spend with the aforementioned wife; this leaves
virtually no room for programming; some things are far more important than
games!  

The upshot of this is that I will probably do little more work on yakIcons
in the next month or so (I'm told things get a little better after solo). 
I'm going to try and put together a demo of the current features and TRY
to write documentation (if you've used the first few libraries, you know
how bad my dox can be.... heh); expect yakIcons 2.2 up in about two weeks,
maybe sooner.  I will probably not be able to finish icon zooming; so
sorry.  Windows, fonts, sound, etc should be operational (and I have a
modified keyboard driver up now that handles multiple keypresses etc. 
Credit to Jari Karjala (spelling) as I got the idea from his STK keyboard
driver).  You'll also get the platform game kit as it exists; it should be
easy to add on, and it looks pretty good.  Little has been done to upgrade
the sprite editor, though I hope soon to have a converter from 256paint to
.yak format.  SHould be enough to go on.

Hope you like it.  yakIcons 2.2 will be free for the use and no license
fee is required to use it in your commercial projects (though I'd like a
copy ad the right to distribute it at cost (ie if someone pays me, I
subtract the cost of the floppy it's sold on and send the rest to you). 
Tech support will be a phone call away (natch!).

Good luck and good gaming,
-->Vputz

Newsgroups: rec.games.programmer
From: seah@ee.rochester.edu (David Seah)
Subject: Re: Aaargh!!! Scanning.
Organization: Univ of Rochester, College of Engineering and Applied Science
Date: Tue, 26 Jan 1993 05:28:37 GMT

In article <1993Jan22.204440.19422@news.acns.nwu.edu> glover@casbah.acns.nwu.edu (Eric Glover) writes:
>I really need to know if there is a good program to 
>
>1: scan in images into 320x200x256 mode
>2: edit that scan and save it out as .pcx to be used as sprites
>
>any ideas on this folks?

PhotoStyler has the ability to resample pictures to any resolution, and
it can save as PCX.  As an editing program, it is one of the most 
full-featured.  Its interface is rather clunky, requiring one to do a lot
of mousercises across the screen to modify the parameters of the most basic
of touch-up functions.

CorelDraw Photo-Paint and Cricket Paint 1.0 can scale.  Cricket Paint is
a pretty good paint program, but it's a bit slow (on a DX2-66, no less).

Although you said you hate Shareware, PaintShop Pro will also resample
images very well.  All the above programs run under Windows 3.1 (so more
so than others :)
-- 
Dave Seah (seah@ee.rochester.edu, AFCDaveS@aol.com)
Newsgroups: rec.games.programmer,comp.os.msdos.programmer