To quote Andre Lamothe - ".the dark side always seems to have the best technology."īelieve it or not you can setup a small Win32 shell in DirectX and basically write your graphics program or game just like you were inside of a DOS32 shell - with a couple of minor differences - but you can gain access to the video memory, or a pointer to it, if need be. Best bet is to move to the Windows platform and come join the dark side Programming games and apps in DOS was usually very low-level and hardware specific so attempting to do this today on hardware designed to run under Windows is quite a daunting task. Personally, I despise Windows programming and about all I can take is enough to do DirectX and Direct3D. So really your best bet is to code for Windows and not DOS. Often times these drivers don't quite act the same in DOS shell as they do in pure DOS. This is because most DOS32 games load a sound driver into memory prior to running. Some DOS games wont even run in a DOS shell (Crusader and Crusader:No Regret for examples). In pure DOS this is not a problem and its not related to my programming. The DMA chip does not properly reset under a Windows shell so you must reset it 4 times. So, in reality, your apps (if you still code apps for DOS) will run much faster in a DOS shell.Īlso the DMA problem is directly related to how Windows is managing me messing around directly with the hardware. If you don't believe me, fire up your favorite text editor and scroll down in both pure DOS and DOS shell. The only problems I've had are directyl related to hardware - in fact memory access is faster in a DOS box than in pure DOS. The Windows DOS shell is just an emulated DOS, but it is so close to the original that I've never, repeat never, had any problem using assembly language or anything else.
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