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- Newsgroups: comp.sys.amiga.programmer
- Path: comp.vuw.ac.nz!HERMES!maths!peterm
- From: peterm@maths.grace.cri.nz (Peter McGavin)
- Subject: Re: AddIntServer + VERTB strangeness
- Message-ID: <PETERM.96Apr1101437@tui.maths.irl.cri.nz>
- Date: 31 Mar 1996 22:14:37 GMT
- References: <199603201423.OAA59524@poseidon.bfs.unibol.com>
- <1011.6654T1057T1918@gramercy.ios.com>
- Organization: Industrial Research Ltd
- In-reply-to: larrymb@gramercy.ios.com's message of 21 Mar 1996 23:43:05 GMT
-
- larrymb@gramercy.ios.com (UNREGISTERED VERSION) writes:
- > Well there isn't any point to using a mix of OS calls and direct hardware
- >coding. That's the most dangerous way to do thingsand the most prone to
- >failure.
-
- On the contrary, the safest method of direct hardware programming is
- to check for and exclusively allocate the particular hardware
- component via OS calls, then directly access that hardware. Use
- high-level OS calls for everything not exclusively allocated at the
- lowest level.
-
- What doesn't work is killing the entire OS (e.g, by breaking OS rules)
- and then expecting OS calls to work.
-
- There is no safe way to temporarily take-over and restore the entire
- OS. There are only safe ways to exclusively allocate and free
- individual hardware components. Said hardware components include the
- blitter, the copper, sprites, serial/parallel ports, timers, audio
- channels, diskette drives, gameports, bitmaps belonging to Intuition
- Screens, etc. Most games/demos need direct hardware access to only a
- few of these (if any at all), IMHO.
- --
- Peter McGavin. (p.mcgavin@irl.cri.nz)
-
-