www.delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1996/09/11/01:34:29

Date: Wed, 11 Sep 1996 08:26:37 +0200 (IST)
From: Eli Zaretskii <eliz AT is DOT elta DOT co DOT il>
To: "John M. Aldrich" <fighteer AT cs DOT com>
Cc: Samuel Vincent <svincent AT zippy DOT sonoma DOT edu>, djgpp AT delorie DOT com
Subject: Re: CWSDPMI V3 - what's new versus V2?
In-Reply-To: <3234D27D.729C@cs.com>
Message-Id: <Pine.SUN.3.91.960911082034.12610G-100000@is>
Mime-Version: 1.0

On Mon, 9 Sep 1996, John M. Aldrich wrote:

> Samuel Vincent wrote:
> > 
> > Well..  I would have to say that there is nothing that can be done about a
> > screen saver that relies only on getting keystrokes from the keyboard
> > interrupt.  Quake cannot (and should not) chain to the next interrupt.[snip]
> 
> Well, I don't know about you, but I have been playing Doom and Doom 2, both
> also id games that run in DPMI, for many years, with the screen saver mode
> enabled, and never had any problems before Quake.  I have run Duke3D, Descent
> (1 and 2), Mechwarrior 2, and many other DOS games that hook the keyboard,
> and they don't shut out my screen saver.  Only Quake does it.  Now you tell

That depends on the screen saver, and further depends on the way HW
interrupts are hooked by a protected-mode program and the extender it
uses.  Remember: many games use DOS/4GW which is a true extender, whereas
Quake runs in DPMI mode, where some rules regarding HW interrupts,
especially about reflecting interrupts to real-mode programs, are changed. 

The screen saver I use had such problems with Doom too.  I set up the way
my kids invoke the game so that the screen saver is disabled before the
game is launched and re-enabled after that. 

- Raw text -


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