TP Toolchain 4: BGI Integration
Driver packaging, linked vs dynamic assets, and rendering diagnostics
Driver packaging, linked vs dynamic assets, and rendering diagnostics
Scrolling worlds, chunk loading, and scene-scale memory budgets
Masked blits, transparency, draw order, and palette animation
Plane-aware pixels, centralized clipping, and page-target drawing
VGA planes, off-screen pages, and why games left Mode 13h
Graphics programming without illusions
Dynamic drivers, linked drivers, and startup harnesses in Turbo Pascal