pseudocode
New Member
- Joined
- Apr 26, 2021
- Messages
- 2
Recently, the PCJam came into my field of vision, and I thought that approaching this in a "simulationist" way would be an interesting approach and get me away from the option paralysis of my more contemporary programming work and hobbies (way too many programming languages these days...).
The game jam suggests Open Watcom and other more contemporary tools, but I thought about doing it as if I "were there", using the tools that would've been available for someone back then. As the game jam only targets CGA, I thought that this would mean that I couldn't get my hands on anything more modern. As the EGA came out in late 1984, that would be my "soft" deadline for the availability of compilers/assemblers. Could add 1-3 years, by pretending my time-slipped alter ego just couldn't afford anything more modern.
I'm probably not switching to actual '83 hardware (DOSBox instead) and art would be done with more modern tools or by simply copying free assets -- let's assume that's done by a more artistic friend back in '83. Probably going to make a simple, Ultima-ish RPG.
(For reference, my real-timeline start was Borland C++ 3.1, with only a tiny bit of C64 Basic before that. Did some assembly back then, and some Pascal/Oberon in the mean time. Current professional languages are mostly Java, Perl, JavaScript; no problem learning something new)
So where would this put me?
Given the resources, assembly would probably play a role. So MASM 1.x? Not sure whether I'd want to do the whole game this way, but it would be an option.
Turbo Pascal 1.0 came out in '83, so this might be an option. Also legally available for free, so I wouldn't need to hunt ebay for compilers.
I only heard bad things about early Microsoft C compilers. Turbo C 2 would be out of the time frame, but bearably so.
I'd be willing to try other languages, too, if the tooling would be worth it.
If it's an early compiler, I'd probably also need an extra editor. I don't really want to do edlin, so I might need to "time travel" for that or just do it with some semi-appropriate modern editor externally (JOE with its WordStar mode seems okay, or micro-emacs).
The game jam suggests Open Watcom and other more contemporary tools, but I thought about doing it as if I "were there", using the tools that would've been available for someone back then. As the game jam only targets CGA, I thought that this would mean that I couldn't get my hands on anything more modern. As the EGA came out in late 1984, that would be my "soft" deadline for the availability of compilers/assemblers. Could add 1-3 years, by pretending my time-slipped alter ego just couldn't afford anything more modern.
I'm probably not switching to actual '83 hardware (DOSBox instead) and art would be done with more modern tools or by simply copying free assets -- let's assume that's done by a more artistic friend back in '83. Probably going to make a simple, Ultima-ish RPG.
(For reference, my real-timeline start was Borland C++ 3.1, with only a tiny bit of C64 Basic before that. Did some assembly back then, and some Pascal/Oberon in the mean time. Current professional languages are mostly Java, Perl, JavaScript; no problem learning something new)
So where would this put me?
Given the resources, assembly would probably play a role. So MASM 1.x? Not sure whether I'd want to do the whole game this way, but it would be an option.
Turbo Pascal 1.0 came out in '83, so this might be an option. Also legally available for free, so I wouldn't need to hunt ebay for compilers.
I only heard bad things about early Microsoft C compilers. Turbo C 2 would be out of the time frame, but bearably so.
I'd be willing to try other languages, too, if the tooling would be worth it.
If it's an early compiler, I'd probably also need an extra editor. I don't really want to do edlin, so I might need to "time travel" for that or just do it with some semi-appropriate modern editor externally (JOE with its WordStar mode seems okay, or micro-emacs).