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Tag Archives: EGA
The DOS SDK
A thing I have been working on, on and off, for many years now, is a set of headers and helper routines for programming DOS machines directly on the hardware in assembly and C. As you may recall, my earliest … Continue reading
A new game for DOS/EGA/AdLib: Super Space Fuel Inc.
It seems there has been a boom in Match-3 games. They seem to be a popular target for casual gaming on mobile devices/in browsers. But what’s better than playing Match-3 on your mobile phone? Playing Match-3 under DOS! I say … Continue reading
Posted in Oldskool/retro programming, Software news
Tagged AdLib, DOS, EGA, Match-3, No-XS, sBeam, Super Space Fuel Inc., Turbo C, VisionVortex
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The myth of the vertical retrace interrupt
This is a draft from March 18th, 2019. We’re slowly cleaning out the backlog. The few remaining drafts are going to take more time to work into an article though, as actual code or configuration is required to work out … Continue reading
Posted in Oldskool/retro programming
Tagged EGA, IBM, interrupt, IRQ, IRQ2, IRQ2/9, IRQ9, PCjr, raster interrupt, Tandy, Tandy 1000, vertical retrace, vertical retrace interrupt, VGA, vsync
2 Comments
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
18 Comments
1991 donut – final release
No-XS has composed a special EdLib track for me to use in the 1991 donut, so I could finish it properly and release the final version: There are a number of small changes and tweaks, I will just quote the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 1991 party, assembly, bitplane, demoscene, donut, EGA, final version, MS-DOS, oldskool, optimize, party version, PC, performance, polygon, retro, retroprogramming, torus, VGA, x86, youtube
2 Comments
Just keeping it real… bugfixing like it’s 1991
As you may have noticed, the 1991 donut intro did not have any music. I did not cover it in the previous blog, but there was some music planned for this small intro. I chose to use EdLib, because AdLib … Continue reading
Just keeping it real… like it’s 1991
Last weekend, there was a special demoscene party, the 1991 party, with, obviously, 1991 as a theme. Well, that is just my bag, baby! The focus was mainly on C64 and Amiga, which were the most popular platforms for gaming … Continue reading
Posted in Oldskool/retro programming
Tagged 286, 8088, demo, EGA, intro, MS-DOS, oldskool, PCjr, raster interrupt, retro, scroller, VGA, x86
7 Comments
Triton’s Crystal Dream restored and preserved for posterity
As I mentioned earlier, I have fixed the Sound Blaster routines for Crystal Dream by Triton. I have made a video capture of it playing on my 486DX2-80, with Sound Blaster Pro: In a way it feels like restoring an … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, bug, Crystal Dream, demo, demo effects, demoscene, disassemble, EGA, fix, oldskool, PC, pc demo scene, RE, reverse engineer, SB, scene, software, Sound Blaster, space pigs, technology, Triton, VGA, x86
20 Comments
Oldskool demo fixing
While I was doing the oldskool PC stuff, the demo Crystal Dream by Triton was one of my inspirations: It’s one of the first demos ever to have smooth polygons on PC, and great mod-based music. It uses the same … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, bug, Crystal Dream, demo, demoscene, disassemble, EGA, fix, oldskool, PC, RE, reverse engineer, SB, scene, software, Sound Blaster, technology, Triton, VGA, x86
6 Comments