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Nironics

mode 13h in MSVC++ 6.0 need Help

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helo and thx in advance for reading this I am using Microsoft Visual Studio 6.0 c++ and have a big problem with the mode 13h (320x200) i kan''t get in i tried with inline assambler but when the programm gets to the grphic interrupt it crasches and windows kick my ass with a blue screen (i am using win 98). if somebogy cann give me the source for the initialization, i would be realy heapy my source::: void init_mode13h() { _asm{ mov ax,0013h int 10h // after this i get a blue-screen } }

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AFAIK Visual C++ only allows console apps, not DOS apps. Also I don''t belive that Windows console apps can access interupts.
If you want to do that kind of stuff you could get Borland C++, it allows you to develop 16 and 32 bit DOS apps. However you probably just got a game development book that told you about mode 13, I would get another book. I don''t think that anyone uses mode 13h anymore. I would look into OpenGL or DirectX. But first you would have to learn Windows programing (unless you want to use GLUT, which is good for learning).

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oh dont known of this. thx

and yes you are right mode 13h is bad realy bad but
in this mode you have full memory access

its not that i have a book about this mode

i also know to code OpenGL/DX and Windows Programming

but i started with Trigonometry(vectro /3D etc.)
and with WIN GDI its too slow
with OpenGL i also dont have full access to the memory

aslo when i used DirectDraw to get Memory access my
exe got a litle big. (because of DD initialization)

i am also want to write some 32k demos / intros.

so please dont missunderstand me, i know that this mode is not the best but i realy want to know how it is to have full controll of my app.


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By using DirectX you can have full access to memory, no? If you lock your DirectDraw surface you get a pointer to the surface memory which you can then jiggle around with to your heart''s content.

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Thats why you try to do it only a few times each iteration of the game loop.
As for using a Borland compiler, the versions from BCB 1 and upwards are 32 bit only, no DOS there.

Psalm 137:9: "Happy shall he be, that taketh and dasheth thy little ones against the stones."

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Wanna make small programs? Use assembler. Small binaries.

Wanna have memory access? Use djgpp (C/C++). 32-bits DOS programming, allowing BIG arrays. You can also use VESA for higher resolution.

Since you use win98, you should have no problems with the above.

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So what are the alternative Nironics? This is something I will be looking to do soon (I haven''t as yet, only know the theory), but once each frame won''t be that slow will it?

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Hello Nironics,

I''ve also had problem also using MS Visual C++ 6.0 for inline
assembly, but my problem occurs when I try to use the ins/outs
port calls(haven''t try changing video modes yet). I think
Microsoft has put preventative measure in they''re C++ to keep
you from messing with the hardware directly even with inline
assembly. I''m also using window 2000 pro, so that might be a
problem but not likely since video mode calls are made by the
BIOS not the Operating System.

I suggest you use an assembler program like Microsoft MASM 6 or
borland TASM 5. Or you could use Borland C++ I know inline
assembly work fine with that compiler.

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