Retro MS DOS Coding - Recreating the Iconic Award BIOS Screen
Because why not, it looks simpler than it really is and we’ll get to fall down a rabbit hole trying to draw the Energy Star logo.
72 posts tagged Programming
Because why not, it looks simpler than it really is and we’ll get to fall down a rabbit hole trying to draw the Energy Star logo.
I ditched DJGPP for now and am using Borland C++ 3.1 that I found on some abandonware website. I even sent the user manual to an online document printer to get it bound into a real book.
Because why not, it looks simpler than it really is and we’ll get to fall down a rabbit hole trying to draw the Energy Star logo.
Come back to a time when 640k was enough, and when a 486 DX2/66 was considered a fast computer. None of this modern multi-core rubbish or branch predicting exploitable nonsense here. Just you, me, DOS and a C compiler.
This is part two, go read part 1 first.
The modern world is far too complex. Software has become piles of APIs stacked on top of each other, running on virtual machines inside browsers. Even the CPUs themselves are too complex for anyone to understand.
In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is heading.
… because it’s so realistic you still have to put up with the same problems you had 30 years ago…
Join me on a journey as I attempt to write a game for my Agon Light using nothing but raw C programming. In this second episode I figure out how to make a very basic 2D rigid body physics system work.
Join me on a journey as I attempt to write a game for my Agon Light using nothing but raw C programming. In this first episode I figure out what kind of game to make, look at some shareware games of the past and get a basic game engine working, using nothing but C code – no external game engines or modern development tools.