From: Hans-Bernhard Broeker Newsgroups: comp.os.msdos.djgpp Subject: Re: DPMI problem Date: 2 Jul 2001 08:37:34 GMT Organization: Aachen University of Technology (RWTH) Lines: 16 Message-ID: <9hpbse$bee$1@nets3.rz.RWTH-Aachen.DE> References: <426926da DOT 0106290713 DOT 1e79eb2c AT posting DOT google DOT com> <2j7%6.60987$WB1 DOT 17947770 AT typhoon DOT tampabay DOT rr DOT com> NNTP-Posting-Host: acp3bf.physik.rwth-aachen.de X-Trace: nets3.rz.RWTH-Aachen.DE 994063054 11726 137.226.32.75 (2 Jul 2001 08:37:34 GMT) X-Complaints-To: abuse AT rwth-aachen DOT de NNTP-Posting-Date: 2 Jul 2001 08:37:34 GMT Originator: broeker@ To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Matt wrote: [...] > I cannot use the movedata functions, which I have already looked into. The > game writes direct to video hardware, It shouldn't. At least not directly, all the time. Note that access to video memory is noticeably slower than to main memory, usually. This is especially true for reading from video memory. I.e. before you even _think_ about reading anything back out of the graphics card's memory, switch to an invisible framebuffer in main RAM and bitblitting. And for this blitting operation, movedata() is just about perfect --- you'll hardly manage to beat it. -- Hans-Bernhard Broeker (broeker AT physik DOT rwth-aachen DOT de) Even if all the snow were burnt, ashes would remain.