Mail Archives: djgpp/1997/11/06/07:46:54
From: | J P Morris <b52g AT usa DOT net>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Fun with DXE files
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Date: | Thu, 06 Nov 1997 09:15:18 +0000
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Organization: | IT-HE
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Message-ID: | <34618AA6.7E28D44F@usa.net>
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NNTP-Posting-Host: | no-dns-yet.demon.co.uk
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MIME-Version: | 1.0
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Lines: | 40
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Hello all,
How can I succesfully produce a .DXE file that references my
main program?
I am trying to use .dxe files to provide natively-executed
code modules for a game. (Quake 2 uses DLLs to do this).
If I make a .dxe file that uses no functions, it works correctly.
(Setting a pointer to NULL and dereferencing it works :-))
However, to use DXEs in any useful way, I need to call functions.
I considered that fixups to the game itself might cause a
problem, so I made a library of my own to sit between the game
and the .dxe.
GAME -> syslib.o -> mainproc.dxe
This should mean that I can compile .DXEs that reference the
game, without having to include the whole source of the game
when the DXE is built.
Unfortunately it doesn't work.
When I try to build my DXE that uses functions from SYSLIB, it
tries to resolve all the symbols in THAT. This is precisely what
I DON'T want it to do.
Syslib is there to fill in EXISTING fixups, not to create new ones.
What format does my system library need to be in? .o or .a?
What needs doing to dxegen.c to make it work?
Any suggestions?
--
* JP Morris aka DOUG the Eagle (Dragon) -=UDIC=- *
* b52g AT usa DOT net Author of the U6 develorer's kit *
**************************************************************
* http://members.tripod.com/~JPMorris - Ultima, Doom, AViOS *
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