Over the period of a week of solid
programming, often crashing the computer more
than 50 times a day and going on into the small
hours, in one school holiday I constructed an
SVGA engine that was identical in function,
and nearly twice the speed, of its lo-res counterpart.
Every routine was written in thoroughly tested
pure 32-bit assembly language. The routines
made use of several look up tables and shortcuts,
and employ most of the registers on the processor
at a time. If one mistake was made the computer
would usually crash spectacularly. The SVGA
engine is identical in function to the MCGA
code: using the same image format and buffer
system, and the same virtual screen; but the
complexity of the code, and the clarity of images
it produces doubly repaid the effor required.
Sadly, it has not yet had any (major) application,
my fractal demos being the only example. Coding
an effective SVGA engine from scratch is extremely
difficult; if you can master my syntax for its
use, but don't want to have to play with the
graphics too much, I suggest you take advantage
of it, available with full source. Graphical
programming has been the one strain that has
united my entire programming career: from when
I used text graphics attempting to program with
batch files, to the elegance of my modern SVGA
engine. I hope you enjoy them, Jon.
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