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| subject: | Non-PM Graphics |
Hallo Kevin, Kevin Ring schreef dit aan Jorgen De Gier: KR> How difficult would it be to integrate DIVE into a 100% ASM program? KR> According to others in this echo, it shouldn't be difficult to port my KR> DPMI compatible DOS game written in 100% ASM to OS/2. But will DIVE work KR> as well? Thanks for the patience.. In case you hadn't guessed, I'm very KR> new to OS/2 programming.. To be honnest, I'm just pointing you in a direction without experiences of my own with DIVE and graphics in OS/2. DIVE functions are ordinary API functions. I browsed these functions briefly and they require no PM parameters (don't shoot me if I'm wrong). My assembly knowledge is minimal, so you have to figure out how to call these API's. If I recall correct, Ray Duncan wrote a book about OS/2 programming using assembly. I think your best bet is to buy Visual Age C++ because it is loaded with online documentation. Maybe you still can get a free Devcon issue ( I did ) with the Entertainment Toolkit including fullscreen DIVE. Create a PM window using C(++), initialize DIVE and throw in your asm code. You'll have to ask someone else ( Mike Bilow?) how to interface between ASM and C. Note: I'm NO OS/2 programming expert, I'll be happy to accept any flaming for giving stupid advice. You can find the OS/2 Games Home Page at: http://www.austin.ibm.com/os2games I just looked and there is a option to download the multimedia inf documents. Toedeloe, Jorgen de Gier --- GEcho 1.00* Origin: Hoi! (2:280/606.9) SEEN-BY: 270/101 620/243 711/401 409 410 413 430 808 809 934 955 712/407 515 SEEN-BY: 712/517 628 713/888 800/1 7877/2809 @PATH: 280/606 6 0 801 270/101 712/515 711/808 809 934 |
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