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It turns out (or appears)
that the MI is pulling some tricks under the covers.


Probably not the MI but rather the compiler.


This is probably the source of the confusion. RPG doesn't expect you
to
be using assembly language tricks to initialize a buffer, because you
can do it in other ways. Although I don't see an EASY way of
initializing a buffer to a computed value. You can do it with a little
trickery (basing an array, for example), but nothing quite as simple as
the overlapping move.

Isn't memcpy supposed to be a direct link to the MI instruction? If so, I
think we can take the responsibility for this one away from the RPG
compiler. If not, then what the heck is it?!? An emulation of an
emulation?

Maybe I'll try this in MI later today.

Dennis Lovelady
http://www.linkedin.com/in/dennislovelady
--
"Experience is the name everyone gives to their mistakes."
-- Oscar Wilde


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