Message-Id: <3.0.1.32.19990717221010.00698cd8@apiitkl.edu.my> X-Sender: df990244 AT apiitkl DOT edu DOT my X-Mailer: Windows Eudora Light Version 3.0.1 (32) Date: Sat, 17 Jul 1999 22:10:10 +0800 To: djgpp AT delorie DOT com From: Mark Subject: 0xA000 plot pixels questions in 13h mode Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Reply-To: djgpp AT delorie DOT com Hello all, I am just a beginner, so bear with me. I am reading several tutorials on game programming using DJGPP to gain some basic game programming skills in 13h mode. After hours of trying out snippets and reading the DJGPP FAQ and browsing the info.exe, I found out that I couldn't access 0xA000 directly. "use the so-called "farptr" functions like _farpeekb and _farpokew" is stated in the FAQ. I tried a lot and I finally got a pixel plotted on the screen using the and its functions: _farsetsel(_dos_ds); _farnspokeb(0xA0000 + y*320 + x, color); - What is the "farptr" for ? And what is a poke and a peek ? - I noticed that there are lots of functions that look so much like the above: _farpokeb _farpokew _farnspokew etc. which is now the best or easiest way for me to use for this plotting pixel stuff. - Why are there so many functions that look like they are far or near types ? The compiler is 32bit and in the FAQ stated that DJGPP doesn't even recognise the far and near types ?!?! - Also a tutorial mentioned that I could disable/enable the protected mode using __djgpp_nearptr_enable(); and __djgpp_nearptr_disable() for pixel plotting. But it also stated that it could damage the DOS area and block the system ?! How much damage can it do? Would it be permanent ? Regards Mark.