[gameprogrammer] Re: Extended memory

On Mon, 2004-09-06 at 15:58, Max R wrote:
> I think #2 sums it up pretty well - simplicity over capability. Though 
> technically right now I'm not really working on a game, this is actually a 
> data processing program for a digital telescope, but its basically the same 
> kind of thing
> 
> Anyway, thanks for all the help - watcom solved most of by problems by 
> itself, though I'll try to track down that EMM thing - some of my functions 
> don't seem to work in protected mode
> 

EMM is a royal PITA to work with. You can only see a small chuck of EMM
memory at a time and you have to map the data you want when you want it.

There are problems going from real mode DOS to protected mode DOS. There
are ways around all of them. Post the problems and I'm sure a few people
here can point you at solutions.

                Bob Pendleton

> 
> 
> 
> --- Robbert de Groot <zekaric@xxxxxxxx> wrote:
> > why is it he wants to use dos? is it just for fun?
> 
> I can't comment on where he lives or for what purposes he needs to run DOS
> instead of a more moderm system with windows but there could be many
> reasons.
> 
> 1/ Where he lives in the world there exists many people with older systems
> that can not run windows 95 even and DOS is still prevalent.
> 
> 2/ He's making a kiosk game where simplicity may over ride the need for a
> more complex system.  DOS game programming was orders of magnitude easier
> than coding the same game under a windows.  That is assuming you are using
> existing libraries for graphics and sound to help out.  If you are doing
> everthing then the reverse is true.
> 
> 3/ The client spec'ed the requirements of a DOS game so there is no choice.
> 
> Some of the top of the old noggin.
> 
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