Date: Mon, 27 Apr 1998 15:09:29 +0200 (CEST) From: Archee/CoNTRACT <01dsolt AT Vpg17 DOT vpg DOT hu> To: John Kismul cc: djgpp AT delorie DOT com Subject: Re: PROGRAM WON'T WORK THROUGH WINDOWS 95 In-Reply-To: <35421A78.20A4@bergen.mail.telia.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Precedence: bulk hi ! In win95 you use PIF to run dos programs. IN the pif settings you can set up, how much memory do you need for that program. You can select AUTOMATIC for XMS and all the settings must be AUTOMATIC, and it will solove the problame. You can distribute a win95 pif with your program. The other problame: The memory mapping. If you use linear frame buffer, you can detect its phisical address. But in win95 it is mapped to somewhere. You have to mapp it to another place, end get another pointer for that. So you have to mapp itt with DPMI. __dpmi_phisical_mapping() <- I cannot remembet exactly the name of the function. You can see the %DJGPP%/include/dpmi.h Another problame: The soundblaster DMA. Dpmi copies the data to another place, and sets up the dma for there. It takes some time, so your sound will be shit.(if you use dma for that) And you cannor modify it after the dma transfare started. (because it is copyed yet) But if Sound Blaster 16 ASP detected, you can use Autoinit DMA. I dunno why, but it will work fine. -- Archee/CoNTRACT CODER ( 01dsolt AT vpg DOT hu ) oldnikk:stonee,sutyi web: http://gondolat.vpg.hu/~01dsolt On Sat, 25 Apr 1998, John Kismul wrote: > I've created this game with DJGPP, but whenever I try to run it > through Windows95 it complains about that there's not enough DPMI > memory available, even though I've got 60MB available. > It runs fine through DOS with 40MB available. > > Anyone got any suggestions? >