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- Graphics Save Version 2.0 (C)opyright 1995,1996 Earwax
-
- Usage : GSAVE2 <option>
-
- <option>
- : leave blank to install the TSR, ` (next to 1) will
- activte the screen capture, or anything else you put in
- will be ignored unless it is "/u".
-
- /u : will uninstall the TSR, freeing up about 1kb of RAM 8-).
-
- Requirements:
-
- ∙■∙ a vga card capable of displaying 320x200x256
- ∙■∙ a bit of HD space
- ∙■∙ more than 1kb or RAM 8-)
- ∙■∙ a assembler although not essential is recommended
-
- Included Files:
-
- GSAVE2.COM
- The screen capture program.
-
- GSAVE2.DOC
- Dis file!
-
- GLOAD2.ASM/EXE
- Example of how to load SCREENGS.??? files in ASM.
-
- PASCAL.ZIP
- Example of using SCREENGS.??? files in TP.
-
- C_PLUS.ZIP
- Example of using SCREENGS.??? files in C.
-
- SCREENGS.000/PCX
- An ScreenGS file, by BenJ/Realm (hope you don't mind BenJ!)
- and also an "PCX" file.
-
- GS2PCX.EXE
- This is an SCREENGS.??? to ????????.PCX, converter, the
- only problem that i have found with this is that just about no
- viewers will actually load the PCX files properly. This may have
- something to do with the documentation which i didn't have, I had
- to remember the PCX Format from memory (except the header which i
- ripped)! But at least the images are compressed quite significantly
- in most cases. Some viewers, such as Pain(t) Shop Pro for Windows
- and Graphic Workshop, do load these PCX files properly, a lot of
- other (QPEG, Deluxe Paint etc.) don't!
- One good factor from all of this is that my "memory" PCX
- files seem to be smaller on average than PCX files generated by
- other programs of the same images??? so hey, this is cool!
-
- PCXLOAD2.ASM/EXE
- Seeing you would never be able to load up the compressed
- images, i decided to include a PCX? loader so you could use
- encoded images, geez arent i nice!
- Note that this PCX loader will load normal PCX files as
- well!
-
- BIN2HEX.EXE
- Program to convert Binary -> Hexidecimal. Very slow, but
- i coded it about the same time i coded the 1st version on GSAVE,
- so thats why it is sooo slow.
- Use this to include pictures etc, in with the final EXE
- file.
-
- Whats new?
-
- More stable TSR! (I hope 8-)) Doesn't crash Deluxe Paint, like
- version 1.0 and never get any QEMM errors!
-
- The last version on GSAVE (1.0) was very screwed, namely because
- I had only been programming in assembler for a few weeks. I was going to
- leave the program as it was and make no more updates, but i got bored and
- decided to learn how to make a descent TSR. This TSR may not be perfect
- but its a far cry from my first attempt. The older version was using
- INT16h, which as far as i can tell, seemed to be the cause of all the
- problems? This new version uses INT09h and INT21h, this seems to have
- destroyed all the problems and I haven't encountered any of the problems
- which were everywhere in the older version.
-
- This new version is also about 7-10 times faster than the original
- version. The first version was VERY slow.
-
- The capture file is no longer is two seperate parts (PAL/PIC) but
- rather one file, which should be 64,768 bytes big.
-
- You can also capture up to 999 files in one "session", not just one
- as in the previous version. The files are now called SCREENGS.???, where
- ??? is the number of the image saved. Also note here that the more SCREENGS
- files in one directory that you have the longer it will take to save, as
- the program has to scan for an non-existant file, I don't think i've
- explained that very well, but it doesn't really matter.
-
-
- If you want to detect wether GSave is in memory, then it is a simple
- process of putting "ax" equal to 3580h or 13696 decimal and calling INT21h
- If gsave is installed "ax" will be equal to 0ffffh or 65535 decimal, if not
- then gsave is not installed. Heres a simple detection proggie ...
-
- mov ax,3580h
- int 21h
- cmp ax,0ffffh
- jz gsave_installed
-
- Why you would want to detect it however i have no idea?? but I told
- ya anyway.
-
- Format of the SCREENGS.??? file.
-
- This file is saved very simply and is very easy to load.
-
- The first 768 bytes contain the palette (RGB,RGB...), the next
- 64,000 bytes contain the picture (320x200) in RAW format, an example
- program is included (GLOAD2.ASM/GLOAD2.EXE) and also a TPU file
- (PASCAL.ZIP) for implementation in TP programs, but why anyone would use
- TP, God only knows 8-). Also a C version (C_PLUS.ZIP) for all you C users.
-
- Format of my "memory" PCX files.
-
- Header, 128 bytes
-
- Byte Size Should be
- 0 1 10
- 1 1 5 (PCX Version)
- 2 1 1
- 3 1 8
- 12 2 319 (MaxX-1)
- 14 2 199 (MaxY-1)
- 16 112 ?
-
- Picture, ??? Bytes
-
- Using run length compression, look at PCXLOAD2.ASM for an example
- of how to decompress the images, quite simple really.
-
- Last 768 bytes
-
- This is the palette multiplied by 4, in RGB format. Don't ask me why
- they are 4 times the size they are, thats just the way PCX works, I THINK!
-
- Problems?
-
- The Image is Screwed!
-
- Well its probably because the program you captured the image from
- was using tweaked vga (commonly known as ModeX) and this is why the
- image looks like crap. Sorry but i can't be fucked writting a ModeX screen
- capture program, cause people often do that so you can't rip art, so
- guess what. I aint helping!
-
-
- My program uses ` , but it grabs the screen instead!
-
- Tough Shit, no solution 8-)
-
-
- In some Programs I can't Capture Screens!
-
- This may be because
-
- ∙■∙ Your trying to capture a screen which isn't in
- 320x200x256 colors, or
-
- ∙■∙ The programmers have deliberately made it so that
- all previous INT09h instructions have been temporarily
- trashed, note that many demos do this.
-
- Contacting the Legend(?)
-
- You wanna mail me? if you do then you can either ring the following
- BBS(s) which i frequently use
-
- Morbid Reality (West Aust)
- Node 1 : +619 385 0740
- Node 2 : +619 385 5337
-
- Or Snail mail me at
-
- Earwax (Aaron Hughes)
- 20, Southgate court Kingsley
- Perth, Western Australia
- 6026
-
- Or Email me at
-
- hughesal@cs.curtin.edu.au
- EHUGHESALH@alpha1.curtin.edu.au
-
- before March 1997
-
- ∙ Earwax/Realm ∙ 12th January 1996
-
- Late Update!
-
- This program has been finished for many months now except for the
- unload function, which will de-activate the TSR but leave it in memory,
- as i cant find any information on unloading TSR's from memory i have
- decided to leave this option unfinished, which will mean that you can
- load GSAVE2 into memory multiple times, which is a bit of a piss off for me
- because i wanted this little TSR to be finished
-
- ∙ Earwax/Realm ∙ 25th August 1996
-