This package was made for SVGA cards that support multiple pages. Which cards are these? I can't say for sure, but I assume most of the 32-bit co-processor accelerator cards, like those from Matrox & ATI, and their 64-bit predecessors probably supports multiple pages. Earlier cards may support multiple pages as well, although I know that some of the older ATI VGA Wonder cards do not. Maybe a list can be compiled of SVGA cards that have multiple pages, I know that ATI VGA Wonder XL, ATI Ultra Plus & Pro cards do. In order to use this package at least a 80386 is required and VESA support is needed that features more then one page. If your VESA does not support multiple pages, try SciTech Software's Universal VESA VBE shareware program. After a long search to animate quickly and efficiently in SVGA modes, I believe I've finally found that holy grail, thanks in large part to SciTech Software's source code release (SVGKT4.ZIP). This release is a speedier and simplified version of SciTech's code which was done basically by removing unnecessary code (like the clearing of each page before flipping it and demo stuff that didn't use page flipping) and by adding a optimized straight line drawer. I like to take this time to state the usual warnings about me not being liable or taking responsibility for any damage this package may cause, mostly because I'm a weasel damn it. Now a little about animating in SVGA modes. Until recently, all of the SVGA animation programs I've seen either animated in a small box or full screen animation using system memory as a second page (I've left out SVGA demos because most of them just write to the screen rather then doing any real animation). I don't need to tell you how pathetic animating in a small box is, I'm sure you already know. As for using system memory as a second page in animating, the big draw back is that SVGA screens are divided into 64k segment chunks and as a result the system memory page has to be sent in 64k chunks since writing beyond the 64k segment will place part of the image onto a different part of the screen display (usually the top) when swapping between the display screen and the system memory page. In short any decent size animated object in this technique will produce a banding effect (for lack of a better word) when the animated object crosses the 64k segment barrier since the program has to pause and switch between segments, and how fast your computer is will not matter because the animation can't swap a large image to the screen in one pass the banding effect will still occur. SVGA page flipping appears to eliminate the banding effect, at least as high as in the 640x480x256 mode, I haven't really pushed to it's limits yet but so far in the early tests it has done well. SVGA page flipping is the same as page flipping in standard VGA, except of course that resolution is higher. I don't claim to know exactly how this paging is done, but it does make animation easier in SVGA modes by removing the need to allocate a large system memory page and any worries about flickering. I put this package out in the hopes of spreading it's wide use (imagine, no more crummy 320x200x256 animation). Page flipping probably isn't perfect and not all SVGA cards have multiple pages, but it certainly has the most potential. As graphics cards get more advance this potential could be expanded upon. Also, believe it or not, if you have enough memory on your graphics card, page flipping can be done in 15, 16 & 24-bit modes. This package was tested on a ATI Ultra Plus that had 2 megs of card ram and was compiled in Borland C. The C source should work with other C compilers but may need some altering, however the assembly code is done in TASM format and while the object file probably can be called from most C compilers, adding extra features with other kinds of assembly compilers will require it to be rewritten. Now to the actual stuff in this package. SVGAPAGE.EXE is the SVGA page flipping program, natch, of a simple white square (size:300x196) moving across the screen and comes with commented source code. In order to use it, the VESA graphic mode must be set (SVGAPAGE will list them for you if not included) like so: SVGAPAGE 101 also speed can be optionally between 0 and 120 like so: SVGAPAGE 101 5 I've also included SVGANIM.FLC, which does the same animation as the program SVGAPAGE.EXE in this package and you should notice a banding effect that show ups in the FLC but not the EXE even though they're for the same screen resolution (assuming you've set the EXE to use parameter vesa mode 101). That's it, have fun. Danny Hawrysio. P.S. I can be reached at VR SIG (416)631-6625