Date: Mon, 29 Apr 1996 10:19:57 -0700 (PDT) From: Jamul To: "Rafael R. Sevilla" Cc: djgpp AT delorie DOT com Subject: Re: Help w/ timer In-Reply-To: Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII 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 * * *********SPISPOPD VII: SPISHULK: THE SEARCH FOR BOUAPHA, COMING SOON!********