Date: Wed, 11 Sep 1996 08:26:37 +0200 (IST) From: Eli Zaretskii To: "John M. Aldrich" Cc: Samuel Vincent , djgpp AT delorie DOT com Subject: Re: CWSDPMI V3 - what's new versus V2? In-Reply-To: <3234D27D.729C@cs.com> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII 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.