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Jason
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:starwars and :throw are some of my favorites. What about yours?

This is the 1000th post! Fun!

EDIT: It was... :angry till it was moved to the anything section..

I guess that's were it belonged... sigh...

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[Last edited by Jason at 05-13-2006 06:44 PM]
05-12-2006 at 01:13 PM
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Syntax
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Well, being old-school when it comes to these things, I tend to prefer asc(58) + asc(41) in System font. Why use animated gifs when 128 bits suffice?
05-12-2006 at 01:22 PM
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Briareos
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Syntax wrote:
Well, being old-school when it comes to these things, I tend to prefer asc(58) + asc(41) in System font. Why use animated gifs when 128 bits suffice?
Small nitpick: 2 ASCII characters and 1 byte/ASCII character and 8 bit/byte make that 16 bits...

*ducks*

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05-12-2006 at 01:26 PM
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Syntax
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Briareos wrote:
Syntax wrote:
Well, being old-school when it comes to these things, I tend to prefer asc(58) + asc(41) in System font. Why use animated gifs when 128 bits suffice?
Small nitpick: 2 ASCII characters and 1 byte/ASCII character and 8 bit/byte make that 16 bits...

*ducks*
You're right. The "ascii" value is a byte, and hence 8 bits. However, this value is actually an index into a lookup table in RAM at address [E800:0000] (if my memory serves me right). This is where the screen representation of each character is stored as an 8x8 bit matrix. So to find the ascii reprsentation of a character, DOS (at least) multiplies the ascii value by 64, and offsets that against the E800 segment. The next 64 bits represent the 8 row bit pattern of the character which is drawn.

This is why BIOS level OS don't support multiple fonts, as technically there is only one.

Each System character is thus represented by 8x8 = 64 bits, and the representation of : followed by ) takes 128 bits.

My original post was misleading however, in that I meant to use ord() instead of asc() as the 128 bits referred to the representation of the characters (the smily itself), as opposed to their respective ascii values.


[Last edited by Syntax at 05-12-2006 01:39 PM]
05-12-2006 at 01:36 PM
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Ezlo
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:zorro :music :afro :borg :robot :2pirate :trumpet :matrix2 :brklnk :toohard

That enough?

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05-12-2006 at 04:15 PM
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miketo
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Briareros vs. Syntax cage match: "When Nerds Collide."

:D
05-12-2006 at 07:18 PM
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Syntax
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lol

What's more it looks like a very evenly contested match too... we both have exactly 164 rank points! Crazy :)
05-12-2006 at 07:44 PM
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RoboBob3000
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Consider yourself incorrectified.

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05-12-2006 at 07:49 PM
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Syntax
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Well... now it's exactly 165 each...

[/me sees an opportunity and attempts to seize it]

First to 1000 wins! ;)

[Last edited by Syntax at 05-12-2006 07:54 PM]
05-12-2006 at 07:54 PM
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skell
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My beloved is this one:
:shifty
And maybe that:
:yinyang
And of course this one :
:8bounce

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05-12-2006 at 09:24 PM
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Briareos
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Syntax wrote:
Well... now it's exactly 165 each...

[/me sees an opportunity and attempts to seize it]

First to 1000 wins! ;)
Deal?

(And yeah, I thought about the font thing - some of my worst assembler programs were changing the textmode 8x8 fonts (there were two fonts of 256 characters each you could use, depending on the foreground bright bit) for animation... and that was on a 486... :D

Boy, do *I* feel old now...)

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05-12-2006 at 11:02 PM
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Bunches
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:mario :punk :band :blowup :frusty
:gossip :lamo :robot :pizza :spamlaser
:starwars :tomato :matrix2
05-12-2006 at 11:20 PM
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Tim
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No comment...

-- Tim O:-
05-12-2006 at 11:32 PM
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Syntax
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Briareos wrote:
Syntax wrote:
Well... now it's exactly 165 each...

[/me sees an opportunity and attempts to seize it]

First to 1000 wins! ;)
Deal?

(And yeah, I thought about the font thing - some of my worst assembler programs were changing the textmode 8x8 fonts (there were two fonts of 256 characters each you could use, depending on the foreground bright bit) for animation... and that was on a 486... :D

Boy, do *I* feel old now...)
Deal :)

So you wrote in assembly? And changing the font? Or was the "IDE" doing so?

It is very much possible to have several fonts in DOS based ops, as all you have to do is replace the E8 seg by your own 8x8 bitmaps. The thing is, you can never have more than one at the same time, unless you have a TSR interrupting IRQ 13 (keyboard) and switching bitmaps on the fly.

Never seen it done, for the simple reason that it usually isn't a requirement ;)

256 is obviously the 8 bit index lookup.

Oh, and I too am talking about a 486 (SX in fact, though they then brought out the maths copro and I got the 66 DX which ran Doom smoothly :))

[EDIT]

And it's still a draw... ;)

[Last edited by Syntax at 05-13-2006 01:14 AM]
05-13-2006 at 01:13 AM
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Briareos
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Syntax wrote:
Deal :)
<Mr. Stimpson>Right!</Mr. Stimpson>

(I wonder who'll get that quote?)
So you wrote in assembly?
Yep.
And changing the font?
Yup.
Or was the "IDE" doing so?
The what? AFAIR MASM didn't really come with what you could call an IDE...
It is very much possible to have several fonts in DOS based ops, as all you have to do is replace the E8 seg by your own 8x8 bitmaps. The thing is, you can never have more than one at the same time, unless you have a TSR interrupting IRQ 13 (keyboard) and switching bitmaps on the fly.
Bzzzt. Wrong. :D (At least for VGA cards, might have been valid on EGA, too...)

If you turned off the blinking text flag in one of the VGA card's registers so you could use bright background colors you had a second font table of 256 entries that was used if the bright background color/blink bit in a character's color byte was set. It was right behind the "normal" font in graphics memory.
Never seen it done, for the simple reason that it usually isn't a requirement ;)
Well, changing the background color palette entry every line was a neat trick, too... :)
Oh, and I too am talking about a 486 (SX in fact, though they then brought out the maths copro and I got the 66 DX which ran Doom smoothly :))
Dang. Mine was a 486DX 33Mhz...
And it's still a draw... ;)
Not right now... :~(

(BTW: Is it just me, or is there a major threadjacking in progress here?)

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[Last edited by Briareos at 05-13-2006 09:30 AM]
05-13-2006 at 09:14 AM
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Jason
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(BTW: Is it just me, or is there a major threadjacking in progress here?)
Yes!

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05-13-2006 at 10:10 AM
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michthro
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Briareos wrote:
(BTW: Is it just me, or is there a major threadjacking in progress here?)
It's not just you. It's you and Syntax.
05-13-2006 at 10:13 AM
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Syntax
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My favourite smiley is ;)
05-13-2006 at 10:44 AM
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michthro
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Ah...finally. Now if Briareos would also answer the actual question, we can move on. ;)

My favourite also happens to be ;)
05-13-2006 at 10:49 AM
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Syntax
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Yeah Briareos, stop hijacking and start moving on!
My other favourite simley is :P.
05-13-2006 at 10:54 AM
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Pilchard VIII
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I like these

IT'S OLD SKOOL!(>%/

:w00t :mario :twak :band :bangin :blowup :bond :yinyang :8bounce :8bounce :selftwak :teamtwak

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05-13-2006 at 02:52 PM
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Briareos
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michthro wrote:
Briareos wrote:
(BTW: Is it just me, or is there a major threadjacking in progress here?)
It's not just you. It's you and Syntax.
Now you tell me... :rolleyes

Uh, anyway - mine would probably be ":lol" - not too overanimated, space-saving (compared to some others) and gets the job done... ;)

np: New Order - Waiting For The Sirens' Call (Waiting For The Sirens' Call)

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05-13-2006 at 04:54 PM
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UrAvgAzn
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:wizard :ras :indian :crockett
:pepsi :medieval :mario :bike
:bangin :1disguise :pizza :pokey
:starwars
:tvhorror
:teamtwak

I love smilies.

Keep posting,
-Jeremy

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05-13-2006 at 05:00 PM
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Oneiromancer
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Moved to the Anything board. Please carry on...

:donatello

Game on,

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05-13-2006 at 06:38 PM
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Tuttle
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C=}:*)
Should be obvious, but that's a drunk chef with a toupee in an updraft.


05-14-2006 at 02:53 AM
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Maurog
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Wow, this thread reminds me of my long-forgotten quest to collect enough mod points to mod down every post in the forum containing the head explody smiley. :shifty

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05-14-2006 at 04:32 AM
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Ezlo
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:blowup


You can start with this one. ;)

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05-14-2006 at 11:47 AM
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BeefontheBone
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Ooooh, oooh! This banana:



Look at him go!

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[Last edited by BeefontheBone at 05-15-2006 05:41 PM]
05-15-2006 at 05:39 PM
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jamie
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486 ? Pffft, now I feel old.

I used to do assembler on the ZX Spectrum, ahhh, the lovely 8 bit Zilog Z80 . And the fonts on that were done similarly..

Each character was 8X8 - A table, stored all the characters with each row of 8 bits represented by a byte, therefore 8 bytes per character stored.

And as for the screen map, that was stored in a real weird way, but surfice to say, each pixel on the screen was stored in clumps of 8 pixels per byte, using a bit for each pixel - on or off... And colour ? That was a seperate overlay, with one byte covering a whole 8x8 square - 3 bits for the foreground colour (yes, ! 8 colours!), 3 bits for the background colour, one bit to say if the square is flashing, the final bit to say whether the colours are 'bright'. So, you could only get 2 colours into an 8x8 square on the spectrum, which caused the 'blob' effect on certain games... However, some people were quite ingenious in how they mapped things to reduce the effect of the blobbing..

But.. I digress..

Anyway, smileys? Well OBVIOUSLY! It has to be these!!! BAAAAH!




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[Last edited by jamie at 03-17-2007 02:35 PM]
05-20-2006 at 06:53 AM
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Briareos
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jamie wrote:
And as for the screen map, that was stored in a real weird way, but surfice to say, each pixel on the screen was stored in clumps of 8 pixels per byte, using a bit for each pixel - on or off... And colour ? That was a seperate overlay, with one byte covering a whole 8x8 square - 3 bits for the foreground colour (yes, ! 8 colours!), 3 bits for the background colour, one bit to say if the square is flashing, the final bit to say whether the colours are 'bright'. So, you could only get 2 colours into an 8x8 square on the spectrum, which caused the 'blob' effect on certain games... However, some people were quite ingenious in how they mapped things to reduce the effect of the blobbing..
Is it just me, or did you just describe the EGA/VGA way of doing text mode? ;)

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05-20-2006 at 10:14 AM
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