The imprecise overruns because you'll draw over it is a clever optimization. It's interesting to compare and contrast these techniques from other excellent sources, like Michael Abrash's Graphics Programming Black Book, Special Edition [1]. Thought my technical knowledge topped out somewhere in the middle of the 'Quickly Drawing Tiles' section, the prose and algorithmic detail is lovely, the rationales and code is we…
Quickly drawing tiles is one of those sections that's really only going to make sense if you've ever done development work on a tile-mapped videogame console, as the mode is quite rare in other applications. A "tile" is nothing more than an index into a collection of 8x8 graphics squares. If you've played any retro-styled games you've seen the effects of this. They were a great way to deal with memory constraints bac…
But the text-mode 'font' (i.e. the tileset) was often able to be written to, to achieve fast arbitrary-tile drawing results exactly like those of your average game console.
https://en.wikipedia.org/wiki/Text_mode#User-defined_charact...