flat assembler
Message board for the users of flat assembler.
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l_inc 15 Jul 2015, 17:21
M68kael
1. Forget about IRQ's. Forget about hardware related things. What you'd need to synchronize with are window messages. WM_PAINT for graphical output. 2. int $2e still works in Win7, but it's an undocumented interface that you don't wanna deal with. The correct documented alternative are Win32 API calls to functions inside of system dlls. 3. It's impossible to make all the code OS independent. But it's always possible to create an OS abstraction layer, and the rest would be OS independent. There's significant effort in that respect, but I'd better restrain from recommending anything: you'd better start without this idea and then make your own reasonable decision as soon as your knowledge of both systems is advanced enough for that. 4. No idea what you're talking about. 5. This. But it's for masm, so your reading should be tightly interleaved with reading this and this. So I acutally think, this little problem is a good opportunity to gain some deeper understanding while translating the gained knowledge into fasm. Additionally it's important to learn to use a debugger in parallel. There's an excellent tutorial, but it's in Spanish, and I haven't seen an adequate English translation (though there's a good one in Russian). _________________ Faith is a superposition of knowledge and fallacy |
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M68kael 15 Jul 2015, 22:44
l_inc wrote: M68kael Thank you very much, just what i needed. About #4 i mean this: Code: section .data txt: db 'Works on Linux Only!',10 txtLen: equ $-txt section .text global _start _start: mov eax,4 mov ebx,1 mov ecx,txt mov edx,txtLen int 80h mov eax,1 mov ebx,0 int 80h _________________ /Mike |
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PeExecutable 15 Jul 2015, 23:47
On the Amiga you were probably a lot into pixel manipulation. On a modern PC, pixel manipulation is a lot "blockier" to make it work. You either have to use the stencil buffer to make that work or write a shader. Things have become a lot "blockier" than it used to be in the older days. You can also use point sprites.
I think Amiga demo programming was all about showing the world what you could do, graphics-wise (What was never possible before). The world already knows what we can do graphically, so I don't think demo programming has a place in the world anymore. You should focus on creating useful graphics, a game or a program, not so much demo anymore. If you could rotate a rectangle on the Amiga, the world was amazed at that, 30 years ago. But today, there is no such thing anymore, a rectangle is nothing anymore. If you're lucky, people will be amazed by the most graphics intensive 3d game out there. You could do some amazing things in GDI or GDI+ with direct pixel manipulation, it's not actually slow, it's quite fast if you use dib sections, it works for fast pixel manipulation, but it doesn't work for synchronizing and getting smooth frames because it works on the CPU and the CPU is busy at an interval you can't predict, so you get uneven frame rates, which is unacceptable for anything but pixel manipulation. |
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M68kael 16 Jul 2015, 03:46
You'r right about the demo part, my intensions now days is the nitty gritty of things not the speed.
tempus fugit ![]() Thank you for the info. |
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