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Graphics screens are so darn big, how did you squeeze them though such a tiny (pardon the pun) wire?

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Graphics screens are so darn big, how did you squeeze them though such a tiny (pardon the pun) wire?

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TINY uses a clever technique of “slicing” the graphics screen into lots of little pieces (40 of them for 640x480x16 mode) and sending each slice in a UDP packet. This is why you see that psychedelic painting pattern when watching the TINY client paint a graphics screen. This is nice because it limits network bandwidth, reduces the maximum UDP packet size to something that DOS stacks can handle, and does not require a memory-wasting buffer on the memory limited DOS machine. The downside is that you never see a single snapshot of the remote graphics screen for that screen is constantly being updated. In VGA 800x600x256 mode, TINY also uses a technique called “nibble compression” where it takes 256 colors on the host screen and compresses them down to only 16 colors. This uses half as much bandwidth, but means you don’t see as many colors. You can manually select the full color mode on the “Screen Mode” menu.

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