Fly256 @fly256.bsky.social · 14/09/2026Back at it again with the Lodev DDA (lodev.org/cgtutor/rayc...) ray casting experiments. This is running in Real Mode x86-16, with VGA using the tweaked 320x100 mode for double buffering. With just the minimal interface code for testing, the current EXE is about under 4KB. (Open Watcom C/C++ 1.9) 132
Fly256 @fly256.bsky.social · 18/09/2025this is mostly hard-coded, but once I have an interpreter made and running, this could be something. 640x480 16 color VGA, Open Watcom C/C++ 1.9 default graphics library. #retro #gamedev #VN #DOS #VGA 0153
Fly256 @fly256.bsky.social · 27/06/2025more rendering stuff, here is a test room, now with a file format for the worlds. 040
Fly256 @fly256.bsky.social · 22/06/2025Have ambitions to cram a lite VN and a lite retro first-person thing into a game, making what may be a diet im-sim. (naive) Anyways, there be some rudimentary programming things happening. (this is also within a #DOS #VGA environment.) 151
Fly256 @fly256.bsky.social · 14/06/2025After going ham on the microstudio tutorial game, I decided it would be cool to port it to DOS, using a faux 160x120 mode via unchained mode, and halving the resolution via a register. 121
Fly256 @fly256.bsky.social · 23/05/2025Random screenshot of a DOS programming project for a sprite-based 2.5D adventure engine. Preliminary work, just simple drawing routines, and some ISRs in the background at work. #DOS #C #x86Assembly #PixelArt #NonSquarePixels 021
Fly256 @fly256.bsky.social · 24/04/2025back in business (320x100 256 color) i dread writing the clipping code for this (there is none at the moment) 070
Fly256 @fly256.bsky.social · 23/03/2025UPDATE: Works seemingly fine on the 286 build with a Trident SVGA card. 010
Fly256 @fly256.bsky.social · 27/01/2025Pentium 100 DOS 6.22 and Windows 3.11 build. With Open Watcom C 1.9, it can also be used for some retro development. 020