A little background first. I'm using QuickBasic 4.0 on a Pentium II 333Mhz (Win98.) The other day I discovered from some tutorials about using OUT and INP to adjust the palette in Screen 13, so I wrote some subs for my RPG to fade the screen in and out.
I was a little disgusted by the flicker though, so I read further. I then Experimented with "WAIT &H3DA, 8" and "WAIT &H3DA, 8, 8" (another idea I had) to try to wait for the vertical retrace before messing with the palette in each iteration of the loops that fade and "unfade" the screen. These commands caused a delay, but they didn't really seem to affect the flicker much; it still remained.
I read in one of the shorter tuts that "WAIT &H3DA, 8" worked best on 486s and slower Pentiums. What I'm wondering is, is there a good way to wait for the vertical retrace in my program? I don't want to resort to ASM. I'd like my RPG to be pure QB.
BDZ wrote:BTW, thanks for your help Z!re. What exactly you mean I don't know.
You wont ever make a game in pure QB. It is impossible. Can not be done. Why? There is no such thing as pure QB.
So, get over yourself and just use something that actually works.