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Mail Archives: djgpp/2001/07/02/06:45:06

From: Hans-Bernhard Broeker <broeker AT physik DOT rwth-aachen DOT de>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: DPMI problem
Date: 2 Jul 2001 08:37:34 GMT
Organization: Aachen University of Technology (RWTH)
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References: <bwS_6.65731$_T2 DOT 17269145 AT typhoon DOT tampabay DOT rr DOT com> <426926da DOT 0106290713 DOT 1e79eb2c AT posting DOT google DOT com> <2j7%6.60987$WB1 DOT 17947770 AT typhoon DOT tampabay DOT rr DOT com>
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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

Matt <para AT tampabay DOT rr DOT com> wrote:
[...]
> I cannot use the movedata functions, which I have already looked into. The
> game writes direct to video hardware, 

It shouldn't. At least not directly, all the time. Note that access to
video memory is noticeably slower than to main memory, usually.  This
is especially true for reading from video memory.  I.e. before you
even _think_ about reading anything back out of the graphics card's
memory, switch to an invisible framebuffer in main RAM and
bitblitting.  And for this blitting operation, movedata() is just
about perfect --- you'll hardly manage to beat it.

-- 
Hans-Bernhard Broeker (broeker AT physik DOT rwth-aachen DOT de)
Even if all the snow were burnt, ashes would remain.

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