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Mail Archives: djgpp/1998/05/13/16:02:04

From: QBallLives <QBallLives AT aol DOT com>
Message-ID: <47135406.3559fbae@aol.com>
Date: Wed, 13 May 1998 15:59:41 EDT
To: 01dsolt AT vpg DOT hu
Cc: djgpp AT delorie DOT com
Mime-Version: 1.0
Subject: Re: INLINE ASM IN DJGPP

In a message dated 98-05-13 10:07:20 EDT, 01dsolt AT vpg DOT hu writes:

<< > 
 > 
 >      __asm__ __volatile__(
 > 
 >      "movl $99,%ebx\n\t"
 >      "shll $8,%ebx\n\t"
 >      "movl %ebx,%eax\n\t"
 >      "shrl $2,%ebx\n\t"
 > [...]
 hi !
 
 It will be much easier to type:
   __asm__ ("
    movl $99,%ebx
    shll $8,%ebx
      .......
  ");
 
 Then you dont need extra sux characters at the endofline.
 
 Archee
  >>

Archee,

Thanks for that, but I think you should know I just ripped a few lines of
inline out of a larger module.... just to show what it looked like....

... the code is from my attempt to turn a C "sliver renderer" for a wolf3d
type engine I made, into djgpp's inline asm....

 - I was never able to implement it, because, even though I could get a hold
of my double_buffer's memory AND the texturemap -> I wasn't able to figure out
how, or what I had left over, to point to a triangular array I have set up to
"premap" scales for my textures - and extract the right y (texture coordinate)
...

I don't think it's as much a problem w/ intel syntax as it is my own problem
knowing the inner workings of my machine ; )

Hopefully after I take assembly next semester, I'll be able to convert the
c....

If the problem I'm having is unclear (and it is) let me know...

Jim

P.S.: Thanks again

- Raw text -


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