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Index > OS Construction > The drawing an image question, yet again, hopefully better.

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Redragon



Joined: 27 Nov 2004
Posts: 101
Location: U.S.
Redragon 20 Dec 2005, 21:08
Ive been studying and learning a lot about asm, not posting on the forum because i was trying to learn about it on my own without having to ask for help every 5 minutes. but i do have a question.

I saw the boot image the (i forgot who made it) posted. what it did was booted a 320x200 image (.bmp) with 256 color to the screen . then you would press a key and it would load the kernel...

I was wondering if its possible to increase the size handling of the image and the color from 256 to say 24bit or 32bit. Basically, drawing an 800x600 32bit color image (.bmp loaded from a floppy) on the screen, and how would you do that? . thanks for the help!

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Last edited by Redragon on 20 Dec 2005, 21:50; edited 1 time in total
Post 20 Dec 2005, 21:08
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Dex4u



Joined: 08 Feb 2005
Posts: 1601
Location: web
Dex4u 20 Dec 2005, 21:48
Here is the problems you would have, first you would need to be in unrealmode or pmode.
Second, do some maths 800 x 600 x 4 (32bit) or 3 (24bit) = ????, it will not fit on a floppy Wink.
Even 640x480 24bpp BMP, is 900.1 KB
So you can:
1. Forget about the fancy stuff.
2. Use GRUBS.
3. Make a ATAPI driver and load from CD.
4. Use Dex4u OS as a bootloader.
Post 20 Dec 2005, 21:48
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Redragon



Joined: 27 Nov 2004
Posts: 101
Location: U.S.
Redragon 20 Dec 2005, 21:49
actually the reason im doing it, isnt to make a bootloader. i was just wondering how you do it, and ill probably end up using a cd anyway, like that one example you made one time did

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Post 20 Dec 2005, 21:49
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vid
Verbosity in development


Joined: 05 Sep 2003
Posts: 7105
Location: Slovakia
vid 21 Dec 2005, 02:28
you can pack the image, for example packing in GIF file is extremely simple
Post 21 Dec 2005, 02:28
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