#pentagram@irc.freenode.net logs for 9 Apr 2006 (GMT)

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[11:06:21] * Darke2 is finding it quite difficult to dig up information on EGA graphics programming for some reason...
[11:12:28] <servus> In DOS?
[11:15:45] <Darke2> Ya. Though I'm not actually interested in *programming* it, just, err, deprogramming it. *grin* I started playing an old game of mine after, like, 15 years of not playing it ('Tunnels & Trolls: Crusaders of Khazan', FYI), and was wondering if there were any graphics and stuff in the game I didn't see when I was first playing it.
[11:17:10] <Darke2> (That and I was wanting to rip the text out of the game, I recall a lot of it being quite good, and/or funny and was wanting to acquire it to read it. My nostalga will only go so far, and I clearly recall, even after all these years, the utter save-reload teadium of some of the areas. *grin*)
[11:18:15] <servus> Well what does the EGA side of it have to do with anything? I'm not aware of any EGA-specific graphics file formats.
[11:22:31] <Darke2> As very old memories seem to be telling me, they usually stored EGA images in 'bit planes', like it was laid out in memory. So you'd get a set of all the first colour, then a set of all the second colour, etc, for four planes in all to cover 16 colours. I'd like something to either confirm or deny or just flat out explain things to me in ways that aren't phrased with lots of 'maybe's. *grin*
[11:25:18] <servus> PCX files use 'bit planes'. maybe that is what you mean?
[11:26:13] <servus> EGA used 3 color planes.
[11:27:47] <Darke2> http://www.bripro.com/batmancc/techdocs.php Here's something I just found about an unrelated game which sorta explains something yet nothing. *grin*
[11:28:13] <servus> If I could look through the data, I might help :0
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