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FrancoisSoft

Video Memory Offset

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Guest Anonymous Poster
first. how you can be using a 24 bpp mode and don''t know how is it the offset of graphics memory ??

second. if you are not programming for msdos or similar, you don''t need to deal with graphics memory offset.

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quote:

first. how you can be using a 24 bpp mode and don''t know how is it the offset of graphics memory ??


He''s probably working with C++ and directX/opengl.



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Guest Anonymous Poster
first. how you can be using a 24 bpp mode and don''t know where is it the offset of graphics memory ??

second. if you are not programming for msdos or similar, you don''t need to deal with graphics memory offset.

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Guest Anonymous Poster
FrancoisSoft, your website make me laught, so you are a company that sell console games of nintendo in eBay ? xD

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Well, from what I can recall, back in the days when I was programming Vesa on MS-DOS... the offset used to be 0xA000 for graphics mode. I think it was 0xB000/0xB800 in text mode.

That was real-mode and that was dos, where you still had direct hw access.

Any modern OS uses protected mode, and won''t give you direct hw-access that easily... I think you''re better of using a high level api or at least a driver or something, unless you want to do everything by hand.

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actually it''s a0000/b8000. a000/b800 is the segment address.

To the vast majority of mankind, nothing is more agreeable than to escape the need for mental exertion... To most people, nothing is more troublesome than the effort of thinking.

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quote:
Original post by Wildfire
Any modern OS uses protected mode, and won''t give you direct hw-access that easily... I think you''re better of using a high level api or at least a driver or something, unless you want to do everything by hand.


DirectDraw, IMHO, handles this pretty elegantly.

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Whoops, yeah, those funny additional zeros that caused a lot of pain sometimes... dos addresses used do be 20 bits oO

Anyways, I think it's been what, 10 years? So I think my memory wasn't that bad... =D

quote:

DirectDraw, IMHO, handles this pretty elegantly.


Uhm, DirectDraw == API, or not? So, what's your point. If you're telling that DirectDraw has direct access... well, it's part of DirectX (~part of the OS more or less). I didn't say it's impossible to get direct hw access.

[edited by - Wildfire on August 7, 2003 3:47:47 PM]

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Guest Anonymous Poster
in protected mode is lineal address 0xA0000, real mode 0xA000

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quote:
Original post by Anonymous Poster
FrancoisSoft, your website make me laught, so you are a company that sell console games of nintendo in eBay ? xD


I''d like to see you make a website and sell stuff on it. You''re probably too stupid to do that.

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quote:
Original post by FrancoisSoft
quote:
Original post by Anonymous Poster
FrancoisSoft, your website make me laught, so you are a company that sell console games of nintendo in eBay ? xD


I''d like to see you make a website and sell stuff on it. You''re probably too stupid to do that.


no need to get nasty. It only encourages the APs.

Look into:

http://libsdl.org/
http://www.opengl.org/
http://msdn.microsoft.com/library/default.asp?url=/nhp/Default.asp?contentid=28000410

The first two are nice in both the shorter link, and the ability to port between platofrms. SDL lets you directly access the screen memory, and handles the system calls needed to let you do so, which would vary per platform. The only drawback is it might be slightly difficult to install under windows (been awhile since I tried that since I''m on linux )

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Hey FrancoisSoft, hows your Caterpillar and angry bean doing
The pictures are kinda cool, I like them.

-UltimaX-

"You wished for a white christmas... Now go shovel your wishes!"

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