Date: Wed, 4 Jul 2001 10:05:28 +0300 (IDT) From: Eli Zaretskii X-Sender: eliz AT is To: Matt cc: djgpp AT delorie DOT com Subject: Re: DPMI problem In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Reply-To: djgpp AT delorie DOT com Errors-To: nobody AT delorie DOT com X-Mailing-List: djgpp AT delorie DOT com X-Unsubscribes-To: listserv AT delorie DOT com Precedence: bulk On Wed, 4 Jul 2001, Matt wrote: > "Hans-Bernhard Broeker" wrote in message > news:9hpbse$bee$1 AT nets3 DOT rz DOT RWTH-Aachen DOT DE... > > Matt wrote: > > [...] > > > I cannot use the movedata functions, which I have already looked into. > > > The game writes direct to video hardware, > > > > It shouldn't. At least not directly, all the time. Note that access to > > video memory is noticeably slower than to main memory, usually. [...] > There is a big difference between "shouldn't" and "does", and since I didn't > write this code, "does" is quite operative. You could consider rewriting it. > It doesn't read vram > fortunately, but it does write directly to vram. The code is poorly > organized, and the only hope I have of fixing it is direct access to some > buffer. Then simply use the nearptr hack. With poorly organized code which assumes that video memory is writable by an absolute address, it sounds like this is your only alternative, anyway.