From: George Foot Newsgroups: comp.os.msdos.djgpp Subject: Re: DJGPP and Protected Mode Date: 2 Feb 1998 09:43:12 GMT Organization: Oxford University, England Lines: 32 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> NNTP-Posting-Host: sable.ox.ac.uk To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk On Sun, 1 Feb 1998 06:22:53 -0800 in comp.os.msdos.djgpp Riley 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.