discolando
Member
First off, apologies for my last thread where I came in guns blazing without a proper introduction. :D
I'm along time developer in the midwest USA who has recently had my love of 8 and 16 bit era computing rekindled by several retro projects and games I've seen on YouTube. I've decided to dive in, relearn the tools, and see what I can make. So far, it's been a ton of fun!
I've decided on a CGA based graphical interactive fiction engine because I loved playing that style of game both on my Commodore 64 and later on my Tandy 1000 EX. (Think Oo-Topos, Mindshadow, The Coveted Mirror, etc...) However, I want to put my own spin on it and utilize modern tools such as Photoshop to produce really high quality content on something that will run great even on a 5150.
I've settled on building this in Turbo C 2.01 + x86 assembler as I'm relatively familiar (although far from expert level) with both. I've got keyboard and graphics routines in asm and the rest (file I/O, data structs, text parser, game loop) in C. Thanks to Trixter, I'm also utilizing LZ4 decompression in asm so I will be able to cram in a ton of content on what will amount to a couple of 360k floppies!
However, with all of that, I'm currently running into one road block. TCC defaults to the tiny memory model (64k code, 64k data) and I'm already about to break through that. I've done some preliminary testing on compiling in the compact memory model (64k code, up to 1Mb data) and things... aren't pretty. It crashes randomly and data at times appears to just disappear. From what I've read in Borland's official text, I need to utilize far pointers, but between that book and an old copy of "Mastering Turbo C" I'm not able to discern specifically what I need to do to get this running stably in the compact model.
Does anyone have any guides or suggested reading for this? This is the last major milestone I need to overcome and I'll be able to finish this project pretty quickly. Any help would be greatly appreciated!
I'm along time developer in the midwest USA who has recently had my love of 8 and 16 bit era computing rekindled by several retro projects and games I've seen on YouTube. I've decided to dive in, relearn the tools, and see what I can make. So far, it's been a ton of fun!
I've decided on a CGA based graphical interactive fiction engine because I loved playing that style of game both on my Commodore 64 and later on my Tandy 1000 EX. (Think Oo-Topos, Mindshadow, The Coveted Mirror, etc...) However, I want to put my own spin on it and utilize modern tools such as Photoshop to produce really high quality content on something that will run great even on a 5150.
I've settled on building this in Turbo C 2.01 + x86 assembler as I'm relatively familiar (although far from expert level) with both. I've got keyboard and graphics routines in asm and the rest (file I/O, data structs, text parser, game loop) in C. Thanks to Trixter, I'm also utilizing LZ4 decompression in asm so I will be able to cram in a ton of content on what will amount to a couple of 360k floppies!
However, with all of that, I'm currently running into one road block. TCC defaults to the tiny memory model (64k code, 64k data) and I'm already about to break through that. I've done some preliminary testing on compiling in the compact memory model (64k code, up to 1Mb data) and things... aren't pretty. It crashes randomly and data at times appears to just disappear. From what I've read in Borland's official text, I need to utilize far pointers, but between that book and an old copy of "Mastering Turbo C" I'm not able to discern specifically what I need to do to get this running stably in the compact model.
Does anyone have any guides or suggested reading for this? This is the last major milestone I need to overcome and I'll be able to finish this project pretty quickly. Any help would be greatly appreciated!