

Very nice coverage of VGA, sound devices of the era and all the loops and hoops one had to jump to work with more than 640K of memory back then. Book has lots and lots of technical details without being overwhelming or dominated by listings.

So no wonder that this book was a huge nostalgy trip for me.

I played Wolfenstein 3D shortly after it was released (and made its way int ex-USSR territories on floppynet).

Very nice coverage of VGA, sound devices of the era and all the loops I programmed in assembly on Z80, 8086, 286 and 386 and I still remember (for some reason) what you are supposed to put after "SET BLASTER=" in your autoexec.bat. I programmed in assembly on Z80, 8086, 286 and 386 and I still remember (for some reason) what you are supposed to put after "SET BLASTER=" in your autoexec.bat. Fun look into the video game/graphics programming culture of the 90s, that relentlessly pursued optimizations. It's refreshing to see software written by someone who has such an understanding of the computer architecture. It goes into John Carmack found a way to use use integers as floating points (since there was no hardware support for floating points), how all assets were rotated 90 degrees since writing vertically was faster than horizontally, and so many other neat tricks. A game where the graphics were ahead of its time, but the team refused to let that lower their ambitions. It's refreshing to see software written by someone who has such an u This is a really fun walkthrough of the codebase of Wolfenstein. This is a really fun walkthrough of the codebase of Wolfenstein.
