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| subject: | ASM in OS/2 |
*** Quoting Mike Bilow to Kevin Ring dated 05-18-95 *** > You would probably have to do a total rewrite unless you have carefully > modularized your program with the intention to do this port. The main > reason for doing game programming in ASM is to speed up the video > routines, all of which are inapplicable to OS/2 since you really do not > want to require your program to have direct access to video memory. If > you have encapsulated all of your video primitives, then you would need > only to rewrite the encapsulated primitives to work with OS/2. We didn't intend to port this to OS/2 originally, but a lot of the code meets the requirements you've mentioned. Most of our video routines are encapsulated into such functions as "Redraw_Object", and could probably be changed relatively easily. *** Quoting Mike Bilow to Kevin Ring dated 05-18-95 *** > Any device support, involving the mouse, IRQs, or DPMI callbacks, would > have to be completely rewritten. As with the video routines, the best > case would be if you have the device-specific primitives properly > encapsulated. Mouse access is handled by specific mouse interrupt handler within our program. It automatically updates button positions, cursor location, etc. every time the status of the mouse changes. I would imagine it would be relatively simple to replace this with an OS/2 handler.. (I have no idea exactly how the mouse API functions work, but...) Thanks for the info! --- T.A.G. 2.7c Standard* Origin: The Pharaoh's Tomb (203)264-4935 (1:141/1240) SEEN-BY: 105/42 620/243 711/401 409 410 413 430 807 808 809 934 955 712/407 SEEN-BY: 712/515 628 704 713/888 800/1 7877/2809 @PATH: 141/1240 1130 1135 3615/50 396/1 270/101 105/103 42 712/515 711/808 @PATH: 711/809 934 |
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