Mail Archives: djgpp/1996/04/29/13:30:18
Okay, most of these conditions I have met:
1. interrupt is not in assembly, but it is rather short (just a couple
increments - though it does do an outportb, maybe waiting for that takes
too long?). It does call the original one 18.2 times a second, as it should.
2. Like I just said, it does call the original int 8 (sorry, I'm trying
to go point by point here)
3. All interrupts are disabled, and reenabled at appropriate times (tried
setting timer rate inside and outside of the disabled portion, neither
works).
4. Just like #1. My code is PROBABLY less than 2250 clocks. I will have
a look at the assembly today and see. Maybe I'll just call it 500 times
a second, and just make PCspeaker blips and bleeps. It isn't THAT
important (I am writing a networked game for school - school computers,
oddly enough, lack soundcards). It may be the overhead of calling the
original int that is killing it, as you suggested.
Well, all this discussion of just how fast 22000Hz really is (I hadn't
really given that much thought before...) suggests to me that even if I
got it to work, the game would be slowed down unacceptably (and it
already slows down when there are too many badguys on screen). I will
try the slower rate blip machine, and see how that works. Thanks for
your help.
*****************************************************************************
* Jamul(ha-MOOL) aka Mike Hommel * "It's too bad that whole families have *
* Head Honcho, Jamul Software * to be torn apart by something as simple *
* mhommel AT trumpet DOT calpoly DOT edu * as wild dogs." - Jack Handy *
* http://ppp110.callamer.com * *
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