Dec 082017
ANIVGA is a powerful toolkit for the animation of sprites using Turbo Pascal 6.0. Includes full source code. | |||
---|---|---|---|
File Name | File Size | Zip Size | Zip Type |
ANIVGA.DOC | 130747 | 38640 | deflated |
ANIVGA.PAS | 208698 | 37083 | deflated |
DUMP_SPR.EXE | 17102 | 8978 | deflated |
EXAMPLE1.PAS | 1331 | 597 | deflated |
EXAMPLE2.PAS | 1940 | 890 | deflated |
EXAMPLE3.PAS | 2321 | 1009 | deflated |
EXAMPLE4.PAS | 1522 | 748 | deflated |
FLOWER.COD | 3338 | 645 | deflated |
GRAB.EXE | 22336 | 12771 | deflated |
HANTEL.LIB | 4884 | 892 | deflated |
MAKES.EXE | 68055 | 36723 | deflated |
README.1ST | 3059 | 1362 | deflated |
SVGA256.BGI | 5381 | 3050 | deflated |
TILE2.COD | 1330 | 224 | deflated |
UNLIB.EXE | 11127 | 6995 | deflated |
Download File ANIVGA.ZIP Here
Contents of the README.1ST file
ANIVGA (c), 1991
a Sprite-Unit for TurboPascal V6.0
by Kai Rohrbacher
Version 1.0
Hi everybody,
Here it is: my sprite toolkit for TurboPascal6.0 and the VGA's 256 color mode!
Note that this is version 1.0 - so don't mind any errors, but report them to me
to one of the E-Mail addresses below (Internet preferred).
To get the thing up and running, copy the file ANIVGA.PAS to your TPU-directory
and compile it.
I decided to publish the source code for your convenience but it is still copy-
righted by the author (that's me!): these programs are FREEWARE, _not_ PUBLIC
DOMAIN! -- For further informations, see ANIVGA.DOC.
To see whether ANIVGA is what you were looking for, here are some of ANIVGA's
capabilities & restrictions:
- flickerfree animation by a "page-flipping" algorithm and using the
vertical retrace signal
- sprite movement in any increments you want
- arbitrary background image for the animation
- full use of the VGA's 256-color mode
- several sprite display methods available:
- sprites can be written normally (covering underlying figures)
- sprites can be declared to be transparent with regard to the background
or other sprites pixel by pixel
- sprites can change their color depending on the underlying background
image (-> shadow function)
- display methods can be different for each sprite
- pixel precise hit-detection routine built in
- correct clipping of sprites at the screen boundaries
- up to 32767 different sprites
- up to 500 sprites may be simultaneously active
- maximal size of each sprite = 64k
- maximal size of all loaded sprites only restricted by available memory
- works with virtual coordinates in the range -16000..+16000
- thus simple creation of horizontal/vertical "scrolling" games
- scrolling background image, too
- several supporting routines to: drawing lines (with built in clipping-
algorithm), points and graphic-text (incl. clipping), automatic heap
management for loading of sprites, sprite libraries, background images,
processor-speed adjustment,...
What ANIVGA does _not_ support:
- EMS or XMS memory
- resolutions other than 320x200x256
----------------------------------------
Kai Rohrbacher,
Germany
Internet: [email protected]
FIDO : 2:241/7503
December 8, 2017
Add comments