Vertical Retrace Question
Posted: Sun Feb 04, 2007 11:05 pm
A little background first. I'm using QuickBasic 4.0 on a Pentium II 333Mhz (Win98.) The other day I discovered from some tutorials about using OUT and INP to adjust the palette in Screen 13, so I wrote some subs for my RPG to fade the screen in and out.
I was a little disgusted by the flicker though, so I read further. I then Experimented with "WAIT &H3DA, 8" and "WAIT &H3DA, 8, 8" (another idea I had) to try to wait for the vertical retrace before messing with the palette in each iteration of the loops that fade and "unfade" the screen. These commands caused a delay, but they didn't really seem to affect the flicker much; it still remained.
I read in one of the shorter tuts that "WAIT &H3DA, 8" worked best on 486s and slower Pentiums. What I'm wondering is, is there a good way to wait for the vertical retrace in my program? I don't want to resort to ASM. I'd like my RPG to be pure QB.
Thanks for your help.
I was a little disgusted by the flicker though, so I read further. I then Experimented with "WAIT &H3DA, 8" and "WAIT &H3DA, 8, 8" (another idea I had) to try to wait for the vertical retrace before messing with the palette in each iteration of the loops that fade and "unfade" the screen. These commands caused a delay, but they didn't really seem to affect the flicker much; it still remained.
I read in one of the shorter tuts that "WAIT &H3DA, 8" worked best on 486s and slower Pentiums. What I'm wondering is, is there a good way to wait for the vertical retrace in my program? I don't want to resort to ASM. I'd like my RPG to be pure QB.
Thanks for your help.