Dec 082017
ANIVGA is a powerful toolkit for the animation of sprites using Turbo Pascal 6.0. Includes full source code.
File ANIVGA.ZIP from The Programmer’s Corner in
Category Pascal Source Code
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,
Internet: [email protected]
FIDO : 2:241/7503

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