Slashdot stories can be listened to in audio form via an RSS feed, as read by our own robotic overlord.

 



Forgot your password?
typodupeerror

Slashdot videos: Now with more Slashdot!

  • View

  • Discuss

  • Share

We've improved Slashdot's video section; now you can view our video interviews, product close-ups and site visits with all the usual Slashdot options to comment, share, etc. No more walled garden! It's a work in progress -- we hope you'll check it out (Learn more about the recent updates).

×
Classic Games (Games) Programming Games

How Death Rally Got Ported 89

Posted by Soulskill
from the not-the-opposite-of-starboarded dept.
An anonymous reader writes "Last year, I got the opportunity to port Remedy Entertainment's Death Rally to modern platforms off its original MS-DOS sources. I wrote an article about the porting process for Game Developer magazine, and now I've posted the text of the article for general consumption. 'The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k. The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with. The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.'"
This discussion has been archived. No new comments can be posted.

How Death Rally Got Ported

Comments Filter:

Each honest calling, each walk of life, has its own elite, its own aristocracy based on excellence of performance. -- James Bryant Conant

Working...