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Category Archives: Oldskool/retro programming
Retro programming, what is it?
As you may have seen, in the comment section of my previous two articles, a somewhat confused individual has left a number of rather lengthy comments. I had already encountered this individual in the comments section of some YouTube videos … Continue reading
Posted in Oldskool/retro programming
Tagged Amiga, coding, Commodore 64, DOS, IBM, oldskool, PC, retro, reverse engineering
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An Amiga can’t do Wolfenstein 3D!
Like many people who grew up in the 80s and early 90s, gaming was a 2d affair for me. Scrolling, sprites and smooth animation were key elements of most action games. The Commodore 64 was an excellent gaming machine in … Continue reading
Posted in Oldskool/retro programming
Tagged Amiga, bitplane, Catacomb 3-D, DOOM, DOS, Dread, EGA, Mode X, oldskool, optimize, PC, Wolfenstein 3D
17 Comments
Do 8-bit DACs result in 8-bit audio quality?
During a “””discussion””” some weeks ago, I found that apparently some people think that any system that uses 8-bit DACs is therefore ‘8-bit quality’. A comparison was made between the Amiga and a Sound Blaster 1.0. Both may use 8-bit … Continue reading
Running anything Remedy/Futuremark/MadOnion/UL in 2020
There has always been a tie between Futuremark and the demoscene. It all started with the benchmark Final Reality, released by Remedy Entertainment in 1997. Remedy Entertainment was a gaming company, founded by demosceners from the legendary Future Crew and … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged 16-bit, 32-bit, 3DMark, 3DMark Vantage, 3DMark03, 3DMark05, 3DMark06, 3DMark11, 3DMark2000, 3DMark2001SE, 3DMark99Max, 64-bit, DirectX, DOS, Final Reality, FutureMark, MadOnion, ntvdm, oldskool, otvdm, retro, Win16, Win32, Windows-on-Windows, winevdm, WOW64
6 Comments
Batch, batch, batch: Respect the classics!
Today I randomly stumbled upon some discussions about DirectX 12, Mantle and whatnot. It seems a lot of people somehow think that the whole idea of reducing draw call overhead was new for Mantle and DirectX 12. While some commenters … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Vulkan
Tagged 2001, 2003, Batch batch batch, BSP, DirectX, Draw call overhead, Game Developers Conference, Gamedev.net, Leafy BSP, Microsoft, nvidia, OpenGL
5 Comments
Some thoughts on emulators
Recently I watched Trixter’s latest Q&A video on YouTube, and at 26:15 there was a question regarding PC emulators: That got me thinking, I have some things I’d like to share on that subject as well. First of all, I … Continue reading
Just keeping it real at Revision 2019
I visited Revision again this year. And I took my IBM PC/XT 5160 with me. And I made a quick release. That release was a plan that I’ve had for a while, and which I mentioned in my previous blogpost: … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 8088, After Burner, AMAME, Arcade, CGA, Composite, demoscene, DOS, DOSBox, Hang-on, IBM Music Feature Card, IMFC, IMFCDISK, MAME, MIDI, MS-DOS, music, SEGA, Space Harrier
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The IBM Music Feature Card and Yamaha FB-01
This has got to be one of the most obscure pieces of hardware I have covered so far. A sound card for the IBM PC, released in 1987. And by none other than Big Blue themselves! I am talking about … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 8088, AMAME, CGA, DOSBox, Emulation, emulator, FB-01, IBM, IBM Music Feature Card, IMFC, MAME, MIDI, Yamaha, YM2151, YM2164
2 Comments
The DreamBlaster S2P: General MIDI from a parallel port
In the interest of catching up, here is the second blog that is long overdue. I want to talk about the DreamBlaster S2P from Serdaco. I received mine over a year ago, and it actually was an early prototype. The … Continue reading
Posted in Hardware news, Oldskool/retro programming, Software development
Tagged 8088, DOS, dreamblaster, DreamBlaster S2P, General MIDI, IBM, IBM PCjr, MIDI, oldskool, PCjr, retroprogramming, Serdaco, Serdaco SDK
2 Comments