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Re: Hires Graphics trouble
I was unable to find the appropriate references in the FAQs. Maybe we
should write one?
A double Hires image resides in the 2000-3FFF or the 4000-5FFF memory
space in both main and Aux memory. Normal hires graphics only occupy
the main memory.
Well I know it can be done, just not totally from BASIC. It will
involve loading the file into memory and transferring half to aux
memory. Although I am unable to find it, there is a small routine you
can POKE into memory and CALL from BASIC to do the 'dirty work'.
Otherwise may programs will do this for you, either form two files or
the single file convention.
Load move routine into memory; POKE data, location
Load file at hires screen1; BLOAD PICTURE, A$2000
run the routine; CALL MOVER
Display the screen; POKE GR: POKE HGR: POKE FullScreen: POKE DHR
I'll try to remember to look this up if noone provides the routine by
Monday. :)
Thankx,
Ed
Simon Williams wrote:
>
> > FWIW, these usually are 16K uncompressed files, with the 8K of main-memory
> > data followed by the 8K of auxiliary-memory data (IIRC; maybe it's the other
> > way around). I never had trouble interchanging DHR image files with
> > 816/Paint, TimeOut Paint, and the BASIC programs I've written that use DHR
> > image files. (Loading DHR images in BASIC usually requires some
> > assembly-language support routines, though I think there's a trick involving
> > /RAM that you can use to load an image with a couple of BLOADs, a BSAVE, and
> > some POKEs.)
>
> A-ha! it's 17k, so I guess it is Dougle Hi-Res... as usual the problem
> is with the human, not the machine.
>
> If anyone then can tell me how to load DHR from BASIC (if possible)
> that would be cool.
>
> SW