From: "Graham Reeds" Newsgroups: comp.os.msdos.djgpp References: <3A2BBE02 DOT 238A3DA7 AT postmark DOT net> Subject: Re: Buffering text... Lines: 35 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 Message-ID: Date: Mon, 4 Dec 2000 17:21:53 -0000 NNTP-Posting-Host: 62.254.76.160 X-Complaints-To: abuse AT ntlworld DOT com X-Trace: news6-win.server.ntlworld.com 975950748 62.254.76.160 (Mon, 04 Dec 2000 17:25:48 GMT) NNTP-Posting-Date: Mon, 04 Dec 2000 17:25:48 GMT Organization: ntlworld News Service To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com "Jason Hood" wrote in message news:3A2BBE02 DOT 238A3DA7 AT postmark DOT net... > > > Graham Reeds wrote: > [snip] > > gotoxy(0,0); /* reposition cursor */ > > Try using (1,1) and see what happens. Works fine for me, but (0,0) didn't > output anything at all. > > BTW, the character output function is putch(), not cputc(). > > Jason. Thanks, it's now working - after a fashion: Any way of getting the output less juddery? I was using the vertical sync but friends with GeForces can't run it since the vertical sync is simulated and so the game goes at full pelt - a PIII-800 the game is over before it's began. Any ideas? I only want a non-complex way of doing it: Eventually this will be converted over to DX and I'll probably use QueryPerformanceCounters() for the task. My initial thoughts is to use uclock() to time how long it takes to get a frame done and then wait till a set time is done. However that could get nasty with lots of key presses, and probably look 'unprofessional'. Thanks for everyone's help, btw. -- Stay Lucky, Graham "Mournblade" Reeds. ICQ No.: 30514803 http://homepage.dtn.ntl.com/grahamr