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Article Q45699
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Complete Instructions to BLOAD and BSAVE EGA and VGA Screens - Q45699
This article describes how to BLOAD and BSAVE EGA and VGA SCREEN modes
(7, 8, 9, 10, 11, 12, and 13) in Microsoft Visual Basic version 1.00
for MS-DOS.
More Information:
SCREEN modes 11, 12, and 13 require a VGA card, and SCREEN modes 7, 8,
9, and 10 require an EGA or VGA card.
Using Visual Basic for MS-DOS, the BLOAD and BSAVE technique
required for EGA and VGA screens is more involved than the technique
used for CGA and Hercules screen modes. EGA and VGA screen modes 7, 8,
9, 10, 11, and 12 are stored differently in video memory than other
screen modes. EGA and VGA memory (except SCREEN mode 13) is broken up
into four different bit planes: blue, green, red, and intensity.
Each bit plane is addressed in parallel; that is, the planes are all
in one location, stacked on top of one another. When manipulating a
particular address in video memory, the address refers to 4 bytes, not
just 1 (1 byte in each bit plane). To read or write EGA/VGA screens,
we need to send or retrieve information to or from each of the four
bit planes separately. Each plane can be accessed by placing
information in registers located on the Graphics Controller.
Programming EGA and VGA graphics depends heavily on the Graphics
Controller. The Graphics Controller manages the CPU and video memory
when executing EGA/VGA read and write operations. To access the
Graphics Controller, sending output to a set of ports is necessary.
Two registers are important when reading and writing EGA/VGA screens:
map mask and read map select. These registers are located on the
Graphics Controller.
Accessing the map mask and read map registers requires writing to two
ports. Writing to the first port (the address register) is necessary
to select the desired register, and the second (the data register) to
send information to the selected register. The second port is used by
all the registers. To select the map mask register for writing (i.e.,
BLOADing) EGA/VGA screens, send a 2 (the index for the map mask
register) to port &H3C4 (the sequencer address register). Then, put
the bit plane number (0 to 3) you want to write to in port &H3C5 (the
data register). To select the read map register for reading (i.e.,
BSAVEing) EGA/VGA screens, send a 4 (the index for the read map
register) to port &H3CE (the graphics address register). Then, put the
bit plane number you want to read in port &H3CF (the data register).
This procedure is demonstrated in the subprogram, GRAPHSUB.BAS, shown
below.
Different screen modes have different resolutions. Therefore, variable
amounts of EGA/VGA memory must be BLOADed or BSAVEd. The formula for
calculating the number of bytes to be BLOADed or BSAVEd (with the
exception of SCREEN mode 13) is:
Number of bytes = (Maximum y-coordinate)*(Maximum x-coordinate)/8
For example, SCREEN mode 9 has a resolution of 640 x 350. The number
of pixels in this screen mode is 640 * 350 or 224,000 pixels/bits. To
obtain the number of bytes to save or load, divide this number by 8.
Therefore, the number of bytes to save or load is 28,000.
In SCREEN mode 13 (VGA medium resolution), the Graphics Controller is
not used. As in other non-EGA/VGA modes, a contiguous block of memory
is BLOADed or BSAVEd. SCREEN mode 13 has a resolution of 320 x 200
with 256K colors (1 byte per pixel); therefore, 64,000 bytes need to
be saved or loaded.
References
----------
The following are excellent resources for detailed information
concerning EGA and VGA screen modes and how to program for them:
"Programmer's Guide to PC and PS/2 Video Systems"
by Richard Wilton, published by Microsoft Press (1987)
"The New Peter Norton Programmer's Guide to the IBM PC and PS/2"
by Peter Norton, published by Microsoft Press (1988)
"The Waite Group's Microsoft C Programming for the PC Revised
Edition"
by Robert Lafore, published by The Waite Group, Inc. (1989)
"The Programmer's PC Sourcebook"
by Thom Hogan, published by Microsoft Press (1988)
Illustrated in the example below is a BASIC program, MAIN.BAS, which is a
driver program that CALLs the BLOAD and BSAVE EGA/VGA subprogram EgaVgaSub
further below. The EgaVgaSub subprogram module can be easily pasted into
your own programs.
◄See Example►