First, thank you for the reply, the help is greatly appreciated.
Secondly, it did occur to me to check line 422 in comm.c, and that
line is where the  game_loop_unix() function takes over the show. So,
I'm not real sure if perhaps it's actually that line itself, or
perhaps within the game_loop_unix() function.. perhaps you'd know
though. I'll be giving olc 2.0.1 a shot here, since it really couldn't
hurt to try. I had just heard that overall 1.81 was more stable and
that 2.0.1 had introduced more bugs than fixed, so I went with 1.81.
As with a lot of the word-of-mouth (or should I say text? (;) topics
I'm learning to pretty much just trust what I can from my expiriences,
and this is definately a good example. Also, I feel it significant to
note (although I don't have any of it to paste to you, unfortunately)
that the same chunk of memory appears to try to be accessed not only
when game_loop_unix() is called, but also when other functions are
called as well. If I wasn't still up right now and hadn't just got
done working a graveyard shift I'd probably be able to elaborate a
little more. Sorry. Anyway, thanks again for the advice, and any other
suggestions/comments would be more than welcome. (:

sigma

/* If you're just starting out, why not use 2.0.1 instead of 1.8 . A lot of the=
programming faults are cleaned up in there, it's a bit more stable.
Take a look in comm.c line 422, that's where the problem is. Since you=
didn't post that, it's not easy to tell what it's at (most of us have=
highly edited code;)). */

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