Allocating on the Stack

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Our playfield is (up to) 80x35, and almost every line of it changes on every frame. That means we could send 80*35*10 = 28000 bytes a second just for the characters on screen. And that’s before accounting for things like colors or SSH overhead!

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Every V86 segment gets the same treatment: access rights 0xE200 (Present, DPL=3, writable data segment), base = selector shifted left by 4, and limit = 64 KB. The microcode loops through all six segment register caches using a counter, applying the same fixed descriptor to each one. This is pure real-mode emulation, enforced at ring 3 with full paging protection underneath.