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Mail Archives: djgpp/1998/02/02/05:01:46

From: George Foot <mert0407 AT sable DOT ox DOT ac DOT uk>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: DJGPP and Protected Mode
Date: 2 Feb 1998 09:43:12 GMT
Organization: Oxford University, England
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Message-ID: <6b44fg$pu0$3@news.ox.ac.uk>
References: <6b1vb5$ppi$1 AT toralf DOT uib DOT no> <6b20e3$fj9 AT bgtnsc03 DOT worldnet DOT att DOT net>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

On Sun, 1 Feb 1998 06:22:53 -0800 in comp.os.msdos.djgpp Riley
<hitzl AT usa DOT net> wrote:

: just have flat memory.  In protected mode, you just have to remember that
: you can't go poking around in memory with pointers (i.e. direct video RAM
: access).  If your program sticks to its own data, you shouldn't have a
: problem.

Good advice.  If you are a game programmer, though, who is used to
working in real mode and doing all sorts of dirty things like direct
video memory access and so on, you'll have to change your ways.  IMHO
certainly from a newcomer (to djgpp)'s point of view it's wise to get
and use a graphics library, rather than do things by hand.  When
you're a little more used to working in protected mode, and have more
idea what you can and cannot do, if you're not satisfied with the
performance of the graphics library you can then make your own.  IMHO
there are relatively few cases where this is true, though.

The Allegro library (http://www.talula.demon.co.uk/allegro/) is a
great all-round game programming library, with many features.  Using
it will save you a lot of trouble.  The source is freely yours, so if
you do have any disagreements with the library you can change it to
suit your needs.

Other graphics libraries include GRX, Jlib and a port of svgalib --
you can also get all of these from the Simtel distribution sites.


-- 
george DOT foot AT merton DOT oxford DOT ac DOT uk

Remember what happened to the dinosaurs.

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