For more complete documentation please refer to the C++ documentation of OpenPTC. This will explain the basics of creating a simple graphics application using PTC for FPC. :) (If you aren't familiar with Delphi classes, please refer to the Free Pascal Reference guide, Chapter 5 - Classes.) There are 3 classes you should get familiar with: TPTCFormat, TPTCSurface and TPTCConsole. Ok, what is TPTCFormat? It basically describes a pixel format. To create a pixel format for 32 bpp use: Format := TPTCFormat.Create(32, $FF0000, $FF00, $FF); 32 is the number of bits per pixel. (Only formats with 8, 16, 24 and 32 bits per pixel are supported). $FF0000, $FF00 and $FF are the red, green and blue masks. Now, when you have created your favourite pixel format, you should create a surface: Surface := TPTCSurface.Create(320, 200, Format); This will create a buffer in RAM to hold a single 320x200 frame in the given format. Note that TPTCSurface is always created in normal RAM, not video RAM, so it's not a problem if your video card doesn't have enough memory for it, or doesn't support e.g. 320x200x32bpp. You just create a TPTCConsole and open it in whatever mode is supported by the hardware and then PTC will blit the image stored in TPTCSurface to the console, doing any conversions that are necessary (i.e. converting to another pixel format, stretching the image to another resolution, etc...). How to use this TPTCConsole? Easy! First create it: Console := TPTCConsole.Create; This still doesn't do anything, just allocates memory and initializes stuff. Then you switch to the desired mode: Console.open('Hello, world!', 320, 200, Format); Note that if your hardware doesn't support the requested mode, PTC will try to switch to the best mode. If (for example) your card doesn't support 320x200 in 32bpp, only in 16bpp, PTC will (probably) switch to that mode. To see the actual mode that PTC has set use these properties: Console.width Console.height and Console.format Ok, now that you have created a TPTCSurface and opened a TPTCConsole, what to do next? Draw stuff... The lock function of TPTCSurface will give you a pointer to the internal buffer. ptr := Surface.lock; Now you can draw your frame in the buffer, pointed by ptr. Note that this buffer is guaranteed to be in the format and resolution you requested. When you're done you have to unlock the surface and copy it to the console: Surface.unlock; Surface.copy(Console); Console.update; The Surface.copy(Console) will do the conversion (if necessary) to the actual mode. Console.update will actually show the new frame (if the console driver supports multiple pages and you have enough video RAM for that, etc... :) ). See the example programs for additional details. (keyboard input, high resolution timers - they're pretty much straightforward) Enjoy! Nikolay Nikolov