From: sandmann AT clio DOT rice DOT edu (Charles Sandmann) Message-Id: <9910200326.AA12536@clio.rice.edu> Subject: Re: spawnvpe hanging and bash GPF after running non-DJGPP exe To: eliz AT is DOT elta DOT co DOT il (Eli Zaretskii) Date: Tue, 19 Oct 1999 22:26:56 -0600 (CDT) Cc: drib AT enteract DOT com, djgpp AT delorie DOT com In-Reply-To: from "Eli Zaretskii" at Oct 19, 99 10:16:52 am X-Mailer: ELM [version 2.4 PL20] Content-Type: text Reply-To: djgpp AT delorie DOT com X-Mailing-List: djgpp AT delorie DOT com X-Unsubscribes-To: listserv AT delorie DOT com Precedence: bulk > I think some older version of DOS4GW was tested with CWSDPMI and > worked. Charles, do you remember what version was that? At one time (r1 or something) I tested CWSDPMI with DOOM (built with some version of DOS4GW) and DUKE Nukem 3D. I found *LOTS* of bugs in the DPMI calls the extender made. I added workarounds to get these games to both run. I found problems like unlocked mouse handlers, locking unallocated memory, setting illegal exceptions, etc. Since that very early testing, I haven't tested again (and there have been lots of fixes/enhancements since then which might change behavior). I came to the conclusion that I didn't want to waste my time working around a commercial compiler's bugs, especially when I didn't think anyone would run that way (under CWSDPMI) anyway. Getting DOOM and Duke working once found bugs in CWSDPMI, was a good stress test, but I'm not sure it's worth going through several 100K of DPMI calls to find the ones which were the root cause of the bugs and trying to add workarounds to CWSDPMI to fix them. By the way - one of the ugliest things I found was the extender calling a software int to trigger the hardware int handler - which was hard to distiguish from an exception ...