[Floppertalk] EGA screen saves
Jim Leonard
floppertalk@berkhirt.com
Sun, 6 Jun 1999 22:12:04 -0500
On Mon, Jun 07, 1999 at 04:36:18AM +0200, Daniel Backman wrote:
> >I've begun work on an EGA screen save/restore routine; when I get it
> >perfected (and completely written in ASM), I'll send it to you guys so
> >that Flopper can take EGA screenshots.
> >
> >If anyone has done this before, stop me now before I reinvent the wheel...
>
> I never got mine to work correctly with the colors...
Cool! Whomever is in control of the code (Jeff?): make a dump of EGA to
the disk just like CGA, except give it an extension of EGA. I'll take
it from there and make an EGA2GIF out of it.
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>
> :) So, there are some people listed on the floppertalk list?
Yes--but only if you *reply to the list* (you replied to just me!) ;)
I am about ready to throw myself into Flopper again. Big time. If you
guys are busy for the next couple of weeks, and don't want to even think
about Flopper, that's okay--let me know and I'll work in "offline" mode.
:-) I have my own set of contributions that I'd like to make soon,
like at least 15 bootable images online, with screenshots (hence the EGA
screenshot capability), a list of "wanted games" in the Flopper FAQ, a
title screen for Flopper (don't laugh--I have a really neat/retro idea),
and some other stuff, including very professional-looking documentation
(and doing away with the FAQ).
Why? Because I believe in Flopper; it's amazing what a couple of dudes
with a couple of similar ideas can accomplish in their spare time. That,
and these statistics: The Flopper page was hit by over 600 different
people in March, 700 in April, and 720 since then. :-D
--
Jim Leonard http://www.oldskool.org/ Email: trixter@oldskool.org
Like PC games? Help support the MobyGames database: http://www.mobygames.com/
June 06, 1999: I have 430 email messages waiting to be answered--and I *always*
answer all of my email. It may take a while to get to them, but I do. Honest.
--
Oldskool thought of the day: "The market had become completely indifferent to
innovation in game design. It seemed that all our management wanted to see
in development was whatever was currently earning money. For so many years
Atari had led the industry in innovation by constantly looking forward. Now
we weren't even looking over our shoulders, we were struggling to climb on
a tired bandwagon." -- Ed Rotberg, BattleZone programmer.
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