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This was previous to my understanding how to access the 320x200 16-color Tandy mode , where you had to "CLEAR,,,32768!" clear 32,768 bytes of VRAM to access SCREEN 5. Therefore, most of my original bitmapped programs used 160x200 mode. This was a very common mode for the Sierra Quest games, like Space Quest 1, Space Quest 2, King's Quest 2, Police Quest 1, among the ones I had the pleasure of playing. Of course, when Space Quest 3 and King's Quest 4 came out in outstanding 320x200 resolution (recall that my CRT at the time couldn't distinguish these pixels as little squares, so the dithering actually worked), I was blown away. In any case, this 160x200 blocky graphics mode with this 16-color palette really brings back those memories. It was just a quick graphics demo to show off the bitmapped mode. Of note is that the CIRCLE command doesn't have a fill option, so I am using PAINT to fill. Of course, I cannot predict which colors were already there, so sometimes the PAINT command fails to fill the circle. You can see me in action changing the code to work for 320x200 resolution, but it does not quite grasp the impact of the original, since that blocky feel is my first foray into the amazing ability to control each pixel independently, and with a full 16 colors! My playlists: -------------------- Voxel: https://youtu.be/watch?v=XCVWEuhCCDM&... Road: https://youtu.be/watch?v=ck5ALX11YU4&... Ray Casting 3D: https://youtu.be/watch?v=zjswXUTMP2o&... Side-Scroll Shmup: https://youtu.be/watch?v=fF4X8zN-Raw&... MonoGame Tutorial: • Arena Shmup Demo #1 - Tiled Arena, Pl... My websites: --------------------- my GitHub: https://github.com/JDoucette my company: http://xona.com my Blog: http://thefirstpixel.com