> >Is there a way to blit directly to the screen for games ? > > I am not real familier with bliting, but if you want to access the > display memory you can use this code. > > > UInt32 *ScreenAccessPointer; > UInt32 *screenRegister; > > screenRegister= (UInt32*)0xFFFFFA00; > ScreenAccessPointer= (UInt32*)*screenRegister; > > 0xFFFFFA00 is the hardware reigster that points to the display memory. > This may not be true for all roms, but it works on the Palm III. I you > test this in POSE you will generate to warnings, a hardware register > access warning and a display memory access warning.
this is evil stuff. it doesn't work on many of the units that are currently for sale - there are better ways to do this :) more specifically: /** * Determine the pointer to the bitmap data chunk for a specific window. * * @param win the window. * @return a pointer to the bitmap data chunk. */ void * DeviceWindowGetPointer(WinHandle win) { void *result = NULL; // palmos 3.5+ - use BmpGetBits() if (DeviceSupportsVersion(romVersion3_5)) result = BmpGetBits(WinGetBitmap(win)); // palmos pre 3.5 - use standard technique else result = (void *)win->displayAddrV20; return result; } and, call: UInt8 *ptrLCD = DeviceWindowGetPointer(WinGetDisplayWindow()); wola :) isn't that much cleaner? you'll need to make sure you can access the internal structs.. maybe best to add a #define before and after to get around the compiler warning (if you get it) :P cheers. --- Aaron Ardiri [EMAIL PROTECTED] CEO - CTO +46 70 656 1143 Mobile Wizardry http://www.mobilewizardry.com/ -- For information on using the Palm Developer Forums, or to unsubscribe, please see http://www.palmos.com/dev/support/forums/