www.delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1995/12/01/10:03:10

Xref: news-dnh.mv.net comp.os.msdos.djgpp:3536
Path: news-dnh.mv.net!mv!news.NH.Destek.Net!news2.net99.net!news.cais.net!news.sprintlink.net!newsfeed.internetmci.com!news.msfc.nasa.gov!bcm.tmc.edu!newsfeed.rice.edu!rice!news!sandmann
From: Charles Sandmann <sandmann AT clio DOT rice DOT edu>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: V2.0:confused
Date: Thu, 30 Nov 1995 09:37:21 CST
Organization: Rice University, Houston, Texas
Lines: 16
References: <1995Nov30 DOT 123056 AT zipi DOT fi DOT upm DOT es>
Reply-To: sandmann AT clio DOT rice DOT edu
Nntp-Posting-Host: clio.rice.edu
To: djgpp AT sun DOT soe DOT clarkson DOT edu
Dj-Gateway: from newsgroup comp.os.msdos.djgpp

> - My game has several assembler parts. I use calls to GO32 and so, but I
>   heard that there is no GO32 in V2.0. I heard too that access to selectors,
>   DOS memory (from asm) and that all that stuff has changed in V2.0.

V2.0 behaves very much like V1.x under DPMI.  If your program runs under
Windows with V1.x, it will probably run without major modifications
under V2.0.  If you are calling DOS interrupts directly which have 
pointers associated with them in your assembler, you either need to
convert them to the simulate_interrupt type calls, or wait til I
release my extender hang-in (not the right answer for speed).

>   Should I stop developing my game under v112 and wait until V2.0 is out???

You should get a copy of the beta and start ASAP.  V2 is actually more
stable than V1.x in many aspects, behaves the same in all environments,
is faster, and is where all future development will happen.

- Raw text -


  webmaster     delorie software   privacy  
  Copyright © 2019   by DJ Delorie     Updated Jul 2019