![]() ![]() This very efficient mode, allowed you to easily plot pixes (each pixel being a byte). One buffer for drawing, one buffer that was displayed. That graphics mode gave you two buffers of 64000 bytes, each byte representing a pixel on the screen. My favorite was the graphics mode '13' which was 320x200 in 256 colours. I tried to write some graphics/game code too that time and I used C, Basic and Assembler. The really old games were sometimes written in Assembler, as were the graphics libraries. You will still be able to do low level graphics programming, but you will get your game running much faster, will have better tech support when things break, and your game will be cross-platform. Allegro, SDL, PyGame, OpenAL, and OpenGL to name a few. Instead of doing things exactly like they did, I recommend using one of those libraries. If you just want to develop a DOS-style game, these days you have a lot of graphics and sound libraries available to you. You can use an emulator to run and debug your finished product, so it isn't as high a barrier to entry as current-gen consoles. NES, C64, Gameboy and Gameboy Advance programming all require the author to utilize direct hardware access, and require you to know C or some form of assembly. If you want to develop low-level software like was done in the DOS days, programming for an old game system might be a good idea. More rarely Pascal, or more other more obscure languages. The DOS days were, however, the popular birth of the Game Engine.
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