www.delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1996/12/29/02:17:24

Date: Sun, 29 Dec 1996 09:04:57 +0200 (IST)
From: Eli Zaretskii <eliz AT is DOT elta DOT co DOT il>
To: "Colin W. Glenn" <cwg01 AT gnofn DOT org>
cc: djgpp AT delorie DOT com
Subject: Re: DPMI incorporation...
In-Reply-To: <Pine.GSO.3.95.961225202157.3776H-100000@sparkie.gnofn.org>
Message-ID: <Pine.SUN.3.91.961229090145.10388K@is>
MIME-Version: 1.0

On Wed, 25 Dec 1996, Colin W. Glenn wrote:

> > Unfortunately, it is not.  DJGPP requires a 32-bit environment to run
> > minimum for a useful distributable program is 20-30k for the program and
> > another 20k for CWSDPMI.  Don't feel turned off - this is MUCH smaller
> > than any other 32-bit compiler in existence.
> 
> Which is the catch, I'll have to include that with my program.
> 
> CAN:
> [1] CWSDPMI be incorparated?
> [2] ASM code be produced?
> 
> I already see the possible catch with the incorparation, shells and
> chaining programs.

CWSDPMI cannot currently be incorporated, you should distribute it with 
your programs.  There is a replacement DPMI server called PMODE which 
*can* be incorporated, but it doesn't support virtual memory.

Btw, I fail to see how this is a catch: most PC games come with an 
extender that's a separate .exe file, so why can't you do the same?

> nasty code sometimes, or produces it's own version of C.  And as far as
> coding in pure assembly, well, that's why I learning C, so I can use C to
> produce a working shell which I can fine tune and flesh out, I learned
> assembly first.  (ie I use the option to produce ASM output, but only
> after I get a working program from a full compile to EXE.)

You should have no problems writing assembly programs with DJGPP.

- Raw text -


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