by Dan East » Mar 27, 2001 @ 6:58pm
When you start talking about older games, written when 286 and 386 processors were the best Intel had to offer, then you will probably run into major porting (rewriting?) problems. Most recent games (aka Quake generation and later) were designed to be ported. While Quake was abeing written id Software had in mind the goal of releasing it for every platform and game console within reason. Obviously they would make more money that way. Thus the code was written to be easily ported, going so far as to recognize whether or not the target hardware had big or little endian architecture. The older games, in order to surpass the threshold of good gaming (pseudo 3D type effects) which was barely possible with the 286 and 386 processors, had to be written very intimately to make optimum use of the hardware. That means a great deal of assembly programming, which would literally require an entire rewrite in C (if the programmer could even figure out what it is that the assembly code does). It also means direct hardware access in almost every way, from the keyboard / joystick input, sound card (or speaker-beeper) to directly accessing the VGA (or even CGA or EGA) graphics card for output. All of that would basically have to be written from scratch, again, if the programmer could even figure out what the orginal low-level hardware code does.<br><br>I'm not trying to discourage anyone from trying such a port. We'll never know until someone actually tries. The point I am making is that just because a game is older or simpler than Quake (for example), doesn't mean at all that it will be easier to port. It may require literally rewriting 70%+ of the game from scratch, because of the huge amount of hardware-specific coding.<br><br>Dan East