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Video random-access memory (VRAM) is dedicated computer memory used to store the pixels and other graphics data as a framebuffer to be rendered on a computer monitor. [1] It often uses a different technology than other computer memory, in order to be read quickly for display on a screen.
For modes new to the EGA, the video memory begins at address A0000h and occupies 64 KB. The different base addresses for color vs. monochrome modes makes it possible for an EGA to be used simultaneously with a monochrome graphics card in the same computer, or for an EGA in MDA text mode to be used simultaneously with a CGA in the same computer.
The Compaq Contura Aero 4/25 and 4/33c were among the earliest subnotebook computers that acted as a precursor to netbooks. They were released in 1994 and originally ran MS-DOS and Windows 3.1. They were also able to run Windows 95 after its release in 1995. They were similar to the Armada line of laptop computers, but smaller. Although the 4/ ...
The controller can then continue to use the DRAM port for drawing objects on the display. Meanwhile, the controller feeds a clock called the shift clock (SCLK) to the VRAM's video port. Each SCLK pulse causes the VRAM to deliver the next data [computing] in strict address order, from the shift register to the video port. For simplicity, the ...
The Intel 8080 used by these computers was an 8-bit processor, with 16-bit address space, which allowed it access up to 64 KB of memory; .COM executables used with CP/M have a maximum size of 64 KB due to this, as do those used by DOS operating systems for 16-bit microprocessors.
The original IBM CGA graphics card was built around the Motorola 6845 display controller, [2] came with 16 kilobytes of video memory built in, and featured several graphics and text modes. The highest display resolution of any mode was 640 × 200, and the highest color depth supported was 4-bit (16 colors).
BG tiles on screen: 512 (16×16 tiles in 256×256 layers) to 4096 (8×8 tiles in 512×512 layer) Sprite plane [5] [9] [10] Sprite count: 128 sprites on screen, 32 sprites per scanline, 256 sprite patterns in VRAM (can be multiplied up to 512 sprites on screen with scanline raster interrupt method [11]) Sprite size: 16×16
In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. [3] The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. [4] Screen buffers should be distinguished from video memory.