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#retrocoding

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Davide Bucci<p>I also decided to move Analysis in the page dedicated to my old programs. Analysis was a Windows 3.1 program I wrote between 1998-2002 and that could draw mathematical functions. It was mainly written in Visual Basic 3.0, with a DLL written in C that could parse functions: <a href="http://davbucci.chez-alice.fr/index.php?argument=retroc/oldp/oldp.inc" rel="nofollow noopener" target="_blank"><span class="invisible">http://</span><span class="ellipsis">davbucci.chez-alice.fr/index.p</span><span class="invisible">hp?argument=retroc/oldp/oldp.inc</span></a></p><p><a href="https://mastodon.sdf.org/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://mastodon.sdf.org/tags/windows3" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>windows3</span></a>.1 <a href="https://mastodon.sdf.org/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://mastodon.sdf.org/tags/visualbasic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>visualbasic</span></a></p>
Davide Bucci<p>If you want to run it on DOSBox, or have a peek to the source code of my fantasy football management program, I put it here: <a href="http://davbucci.chez-alice.fr/index.php?argument=retroc/oldp/oldp.inc" rel="nofollow noopener" target="_blank"><span class="invisible">http://</span><span class="ellipsis">davbucci.chez-alice.fr/index.p</span><span class="invisible">hp?argument=retroc/oldp/oldp.inc</span></a> I used a technique to sort of include inline assembly that was quite elegant and that I learnt from a paper by Francesco Balena in the mid-1990's. <a href="https://mastodon.sdf.org/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://mastodon.sdf.org/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://mastodon.sdf.org/tags/BASIC" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BASIC</span></a> <a href="https://mastodon.sdf.org/tags/QuickBasic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>QuickBasic</span></a> <a href="https://mastodon.sdf.org/tags/Fantacalcio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Fantacalcio</span></a> <a href="https://mastodon.sdf.org/tags/MSDOS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSDOS</span></a></p>
vga256<p>how WinDoom ran at DOS speeds in Windows 3.1: chris hecker's Game Developer Mag article from 1994 on the WinG library</p><p><a href="http://www.chrishecker.com/images/6/66/Gdmwing.pdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">http://</span><span class="ellipsis">www.chrishecker.com/images/6/6</span><span class="invisible">6/Gdmwing.pdf</span></a></p><p><a href="https://dialup.cafe/tags/retroCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroCoding</span></a> <a href="https://dialup.cafe/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://dialup.cafe/tags/retroGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroGaming</span></a> <a href="https://dialup.cafe/tags/retroComputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroComputing</span></a> <a href="https://dialup.cafe/tags/doom" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>doom</span></a></p>
retrotechtive<p>Wanna see the speedup from <a href="https://retrochat.online/tags/ZXSpectrum" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ZXSpectrum</span></a> 48K BASIC to Z80 assembly language, with exactly the same algorithm?</p><p>Then look no further!</p><p><a href="https://youtu.be/f4QJtSfuyd8" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/f4QJtSfuyd8</span><span class="invisible"></span></a></p><p>This is my Z80 assembly reimplementation of just the *platform* rendering part of the game's BASIC code.</p><p>If there's enough interest, I might do the collectibles, ladders, etc. later too.</p><p>Enjoy!</p><p><a href="https://retrochat.online/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://retrochat.online/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a></p>
vga256<p>back when I read Masters of Doom over a decade ago, i was fascinated by the brief mention of carmack's "Adaptive Tile Refresh" technique used for Commander Keen, that allowed smooth scrolling on EGA cards</p><p>i never found a very satisfying technical (or conceptual) description of how it worked, and I just found out that <span class="h-card" translate="no"><a href="https://mastodon.social/@fabinou" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>fabinou</span></a></span> wrote up a fantastic post which did exactly that</p><p><a href="https://fabiensanglard.net/ega/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">fabiensanglard.net/ega/</span><span class="invisible"></span></a></p><p><a href="https://dialup.cafe/tags/retroComputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroComputing</span></a> <a href="https://dialup.cafe/tags/retroCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroCoding</span></a> <a href="https://dialup.cafe/tags/retroGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retroGaming</span></a> <a href="https://dialup.cafe/tags/apogee" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>apogee</span></a></p>
Wintermute_BBS<p>❓​ Here's a question to the <a href="https://oldbytes.space/tags/Forth" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Forth</span></a> and <a href="https://oldbytes.space/tags/DXForth" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DXForth</span></a> users out here in the <a href="https://oldbytes.space/tags/Fediverse" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Fediverse</span></a> </p><p>I've been asked if I knew how to get in touch with the author of DX Forth. Well, unfortunately I don't.</p><p>So if any of you knows who is in charge of that project and how to contact that person, please let me know.</p><p><a href="https://oldbytes.space/tags/RetroCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RetroCoding</span></a> <br><a href="https://oldbytes.space/tags/ClassicComputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ClassicComputing</span></a> <br><a href="https://oldbytes.space/tags/Programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Programming</span></a></p><p>P.S: please boost!</p>
GEM is truly truly outrageous<p>more <a href="https://oldbytes.space/tags/DecemberAdventure" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DecemberAdventure</span></a> in <a href="https://oldbytes.space/tags/DOScember" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DOScember</span></a></p><p>okay decided to follow along with <a href="https://oldbytes.space/tags/lovebytetcc" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lovebytetcc</span></a> as a quick way of building up a repertoire of classic demoscene effects</p><p>not really in to the fantasy console thing so lets do it on a real DOS machine, my IBM PS/1 from late 1992, a 486DX33 with ISA bus SVGA</p><p>noticing the TIC-80 lets you take floating point for granted</p><p>though the 486DX has an FPU, it occupies a space where though it's an order of magnitude faster than soft float, its still an order of magnitude slower than some clever fixed point</p><p>got most effects running at a minimum 30fps</p><p>tunnel precomputes u/v coordinates for the entire screen, you can see the precalc before it starts</p><p>the tile horizon is fully 16.16 fixed point math, hint: you can break it down to a single delta-z add on the inner loop</p><p>rotozoomer still needs work</p><p>packed binary is 48k, we're well under par for a 64k demo here 🙃​</p><p>adlib banger added in post</p><p><a href="https://youtu.be/3VZ1cg0XJgs" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/3VZ1cg0XJgs</span><span class="invisible"></span></a></p><p><a href="https://oldbytes.space/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://oldbytes.space/tags/MSDOS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSDOS</span></a> <a href="https://oldbytes.space/tags/VGA" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VGA</span></a> <a href="https://oldbytes.space/tags/CRT" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CRT</span></a></p>
GEM is truly truly outrageous<p>tried advent of code a few years back and got like two days in before it just felt like work so lets have a merry <a href="https://oldbytes.space/tags/DecemberAdventure" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DecemberAdventure</span></a> in <a href="https://oldbytes.space/tags/DOScember" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DOScember</span></a></p><p><a href="https://youtu.be/6zW3k-tkrdE" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/6zW3k-tkrdE</span><span class="invisible"></span></a></p><p>if anything i bought this IBM PS/1 as something to go through Michael Abrash’s Graphics Programming Black Book with so lets get a djgpp cross toolchain going</p><p>current instructions for building djgpp don't seem to exist, everyone uses this build script:</p><p><a href="https://github.com/andrewwutw/build-djgpp" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/andrewwutw/build-dj</span><span class="invisible">gpp</span></a></p><p>there's a few graphics libraries, Allegro and GRX</p><p>but i want a demoscene level of code tightness</p><p>so using this example:</p><p><a href="https://github.com/JessicaKagan/DJGPP-Graphics-Demo" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/JessicaKagan/DJGPP-</span><span class="invisible">Graphics-Demo</span></a></p><p>i'm writing my own Single Header Library for VGA graphics, putting zero function calls between you and the VGA hardware</p><p>used it to port the Bubble Universe display hack that's been going around</p><p>experimenting with making it auto scale iterations to maintain framerate, from the slowest 486DX to... looks like you need a PII-ish machine to do full iterations at 70fps</p><p><a href="https://oldbytes.space/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://oldbytes.space/tags/MSDOS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSDOS</span></a> <a href="https://oldbytes.space/tags/VGA" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VGA</span></a> <a href="https://oldbytes.space/tags/CRT" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CRT</span></a></p>
GEM is truly truly outrageous<p>can we build Mini vMac for Windows 95?</p><p>after hacking up the build system a bit, i can get MSYS2 to compile a 32bit binary that runs on Windows 11</p><p>doesn't depend on a lot of weird DLLs, good</p><p>but will it run on the PS/1?</p><p>... nope, invalid instruction</p><p>0f 44 f2, yup its barfing on a cmov, an instruction introduced with the Pentium Pro</p><p>and there's SSE code in there? no no no this will not do</p><p>i did compile with --march=i386 so this has got to be coming from library code 🙃​</p><p>welp, i'm going to have to build a toolchain</p><p>i'd rather build on Linux anyway...</p><p><a href="https://oldbytes.space/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://oldbytes.space/tags/Windows95" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Windows95</span></a></p>
GEM is truly truly outrageous<p>so can we build new code for Windows 95, using a modern GCC toolchain?</p><p>this seems to be a very under-explored area</p><p>you can build a basic hello world with a stock MSYS2 toolchain and it will run on Windows 95, but more complicated code.... runs in to issues</p><p><a href="https://oldbytes.space/tags/retrocoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocoding</span></a> <a href="https://oldbytes.space/tags/Windows95" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Windows95</span></a></p>