For sure, I'll definetly start hunting around more.<br>
Thanks for the response.<br>
<br><br><div><span class="gmail_quote">On 9/23/05, <b class="gmail_sendername">Richard Smith</b> <<a href="mailto:email@example.com">firstname.lastname@example.org</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
> This initial task doesnt look *that* difficult.. I'm thinking I'll just get<br>> the blob to link in at the segment it needs to run at (e000 segment), and<br>> write an asm<br>> wrapper for it which drops to big real mode, calls the blob, then pops back
<br>> into pmode.<br><br>Ah ok. I think others have done similar stuff. Perhpas some of them<br>will pipe up.<br><br>> In the long run, I think perhaps some kind of generic 16 bit 'callout'<br>> mechanism may be required for early call blobs and whatnot (perhaps even
<br>> later.. option roms (gak)).<br><br>We already have this. Its the x86 emu code. You are comming in a<br>little late in the game but the only way to do this and maintain<br>cross-platform compability was to run the code under an emulator.
<br><br>Its in the V2 codebase and is used to POST many vga cards and some<br>SCSI card option roms.<br><br>You may wan't to go look at that and see if it fits your needs.<br>Actually in fact I would ask you to go look at that and if it dosen't
<br>fit your needs please tell us why.<br><br>--<br>Richard A. Smith<br></blockquote></div><br>