Graphics Routines

The graphics routines were written for the final project based on the need for graphics in the user interaction in the game. These pocedures, variables, and data structures were written and designed by John Brumbaugh, unless otherwise stated.

Graphics Constants

Below all the constants that are used by the grpahics routines are going to be described. Those descriptions will include the constants names, how they are used, and what they are equal to.

Graphics Structures

Below all the data structures that are used in the graphics routines are going to be described. In the descriptions, they will say what routines the structures are used in (graphics or others), what their format is, and what information will be a part of the structure.
  PCX_HEADER STRUC
  MANUFACTURER DB 10
  VERSION DB ?
  ENCODING DB 1
   BITS_PER_PIXEL DB ?
   XMIN DW ?
   YMIN DW ?
   XMAX DW ?
   YMAX DW ?
   PALETTE DB 48 DUP (?)
   RESERVED DB ?
   COLOR_PLANES DB ?
   BYTES_PER_PLANE DW ?
   PALETTE_TYPE DW ?
   FILLER DB 58 DUP (?)
PCX_HEADER ENDS

Graphics Segments

There will be two segments used by the graphics routines, one for double buffering and the other will be used to store the images after they have been loaded from the BMP files.