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Mail Archives: djgpp/2001/06/29/21:12:31

From: "Matt" <para AT tampabay DOT rr DOT com>
Newsgroups: comp.os.msdos.djgpp
References: <bwS_6.65731$_T2 DOT 17269145 AT typhoon DOT tampabay DOT rr DOT com> <426926da DOT 0106290713 DOT 1e79eb2c AT posting DOT google DOT com>
Subject: Re: DPMI problem
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Message-ID: <2j7%6.60987$WB1.17947770@typhoon.tampabay.rr.com>
Date: Fri, 29 Jun 2001 22:29:18 GMT
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp
Reply-To: djgpp AT delorie DOT com

"A. Sinan Unur" <Sinan_Unur AT mail DOT com> wrote in message
news:426926da DOT 0106290713 DOT 1e79eb2c AT posting DOT google DOT com...
> "Matt" <para AT tampabay DOT rr DOT com> wrote in message
news:<bwS_6.65731$_T2 DOT 17269145 AT typhoon DOT tampabay DOT rr DOT com>...
> > I have a game which accesses VGA memory (A000:0000) directly. In 16-bit
> > mode, that's ok, but to get it to run under DJGPP I either have to
rewrite
> > the thing or map VGA memory to linear memory. There is a function to do
> > that, but I can only do it with a DPMI 1.0 server.
>
> it is really straightforward to use the farptr and movedata functions
> to access video memory.
>
> for an example, you can take a look at:
>
> http://www.unur.com/comp/c-examples.html.
>
> There is really no overhead to using these functions.
>
> Sinan.
>
> --
> A. Sinan Unur
> http://www.unur.com/

I cannot use the movedata functions, which I have already looked into. The
game writes direct to video hardware, and the graphics code is a mess. I
have already tried adding a back buffer and using dosmemput, but the init
routine itself spans 3-4 files. Thus far I was unaware of the farptr
functions and will be checking them out. Thank you.

-Matt


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