From: QBallLives Message-ID: <47135406.3559fbae@aol.com> Date: Wed, 13 May 1998 15:59:41 EDT To: 01dsolt AT vpg DOT hu Cc: djgpp AT delorie DOT com Mime-Version: 1.0 Subject: Re: INLINE ASM IN DJGPP Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7bit Precedence: bulk In a message dated 98-05-13 10:07:20 EDT, 01dsolt AT vpg DOT hu writes: << > > > __asm__ __volatile__( > > "movl $99,%ebx\n\t" > "shll $8,%ebx\n\t" > "movl %ebx,%eax\n\t" > "shrl $2,%ebx\n\t" > [...] hi ! It will be much easier to type: __asm__ (" movl $99,%ebx shll $8,%ebx ....... "); Then you dont need extra sux characters at the endofline. Archee >> Archee, Thanks for that, but I think you should know I just ripped a few lines of inline out of a larger module.... just to show what it looked like.... ... the code is from my attempt to turn a C "sliver renderer" for a wolf3d type engine I made, into djgpp's inline asm.... - I was never able to implement it, because, even though I could get a hold of my double_buffer's memory AND the texturemap -> I wasn't able to figure out how, or what I had left over, to point to a triangular array I have set up to "premap" scales for my textures - and extract the right y (texture coordinate) ... I don't think it's as much a problem w/ intel syntax as it is my own problem knowing the inner workings of my machine ; ) Hopefully after I take assembly next semester, I'll be able to convert the c.... If the problem I'm having is unclear (and it is) let me know... Jim P.S.: Thanks again