discolando
Member
I've put together a proof-of-concept graphical interactive fiction game engine (think OO-Topos, Mindshadow, etc...) using Borland Turbo C 2.01. It's intended to run on an original IBM 5150 with CGA graphics and so far requires roughly 256k RAM. It's also using ASM routines I've written for screen drawing and implementing the UI. It's all running fairly well and I have original hardware I'm testing on to confirm.
I'm far enough along to where I think I could release this for people to test, but I'd like to do another major iteration through the project to address inefficiencies and otherwise update things I've learned how to do better. While I'm doing this, would there be any advantage(s) gained in performance, memory footprint, or code organization in migrating this to Borland Turbo C++ 3.0? All other things being equal, would the memory footprint grow or shrink? Should I expect game logic, keyboard input response, etc... to perform the same as it is now? Is the C++ compiler new(er) enough that it would make any significant difference?
Thanks!
I'm far enough along to where I think I could release this for people to test, but I'd like to do another major iteration through the project to address inefficiencies and otherwise update things I've learned how to do better. While I'm doing this, would there be any advantage(s) gained in performance, memory footprint, or code organization in migrating this to Borland Turbo C++ 3.0? All other things being equal, would the memory footprint grow or shrink? Should I expect game logic, keyboard input response, etc... to perform the same as it is now? Is the C++ compiler new(er) enough that it would make any significant difference?
Thanks!