Answering both Bernd and Eric here. > Does the book cover more of these rather exotic instructions? Then perhaps this would be a nice reading for me too.
There's a whole chapter called Advanced Instructions, detailing how to achieve interesting results with some more "exotic" instructions. But honestly, it's mostly the MOVs, PUSHs, ADDs and such. And that's fine - his goal is to... > Do all games fit into a FAT boot sector, or at least in 1 sector? ... fit the games into 510 bytes, so it's bootable :) But it starts with .COM files and later offers the option of building for both. Quite often, instead of going for elegance or speed, size dictates his decisions. But damn, he fits a mostly-complete chess on 510 bytes! > That sounds like a fun topic, which types of games does he cover? He goes over how the games are implemented. That's fine, but not exactly my goal. I'm not going to use pure ASM, but rather try to have a minimal "bootloader" to load my game from disk (mostly C, built with ia16-gcc). He uses video memory as scratch memory, for instance. It's OK if you're optimizing for that goal, but I want to build stuff with stronger resemblance to modern software :P Also, in part, because I got spooked from a discussion we had back in 2022, about some of my games having a double-press bug (turns out it was not with my games, but I want to know what goes in the secret sauce). Oddly enough, I had a flashback about this just yesterday, when I tried running some games (mine and others) on my Macbook (2008, MB 4.1) and only the real mode stuff was controllable. I wonder if this could result in a fork on this already forked topic... Daniel
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