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@movq Oh my goodness 😱 I just realised it's an over an hour long 🤣 Can you share what you leanred from this here? 🙏
@movq Oh my goodness 😱 I just realised it's an over an hour long 🤣 Can you share what you leanred from this here? 🙏
@movq Oh my goodness 😱 I just realised it's an over an hour long 🤣 Can you share what you leanred from this here? 🙏
@prologic Well, here’s the “short” story … 😅

You know this thing when you press a key and it appears at once, and when you keep the key pressed there’s a short delay and then the key repeats? That happens on DOS, too, and it’s unsuitable for games. What you want for a game is something like a “key event” (i.e., “key A has been pressed now” and “key A has been released now”). DOS doesn’t provide an API for that.

For very simple games, you can ask the BIOS about the state of the Shift, Alt, and Ctrl keys:

https://stanislavs.org/helppc/int_16-2.html

There are individual bits for those keys and you can all tell them apart. I’m pretty sure some games used only this method, for example TROPFEN:

https://www.youtube.com/watch?v=BYCDJ6W4ySc

You only need to go left or right in this game, or activate a lift. The two Shift keys and Ctrl are used for that. I always wondered why this game uses such weird keys instead of the cursor keys – now I know. 😅

For more elaborate games, you need to write your own handler for hardware IRQ 1. 😀 Then you get to see all the key presses and releases. That’s the method I’m using now.
@prologic Well, here’s the “short” story … 😅

You know this thing when you press a key and it appears at once, and when you keep the key pressed there’s a short delay and then the key repeats? That happens on DOS, too, and it’s unsuitable for games. What you want for a game is something like a “key event” (i.e., “key A has been pressed now” and “key A has been released now”). DOS doesn’t provide an API for that.

For very simple games, you can ask the BIOS about the state of the Shift, Alt, and Ctrl keys:

https://stanislavs.org/helppc/int_16-2.html

There are individual bits for those keys and you can all tell them apart. I’m pretty sure some games used only this method, for example TROPFEN:

https://www.youtube.com/watch?v=BYCDJ6W4ySc

You only need to go left or right in this game, or activate a lift. The two Shift keys and Ctrl are used for that. I always wondered why this game uses such weird keys instead of the cursor keys – now I know. 😅

For more elaborate games, you need to write your own handler for hardware IRQ 1. 😀 Then you get to see all the key presses and releases. That’s the method I’m using now.
@prologic Well, here’s the “short” story … 😅

You know this thing when you press a key and it appears at once, and when you keep the key pressed there’s a short delay and then the key repeats? That happens on DOS, too, and it’s unsuitable for games. What you want for a game is something like a “key event” (i.e., “key A has been pressed now” and “key A has been released now”). DOS doesn’t provide an API for that.

For very simple games, you can ask the BIOS about the state of the Shift, Alt, and Ctrl keys:

https://stanislavs.org/helppc/int_16-2.html

There are individual bits for those keys and you can all tell them apart. I’m pretty sure some games used only this method, for example TROPFEN:

https://www.youtube.com/watch?v=BYCDJ6W4ySc

You only need to go left or right in this game, or activate a lift. The two Shift keys and Ctrl are used for that. I always wondered why this game uses such weird keys instead of the cursor keys – now I know. 😅

For more elaborate games, you need to write your own handler for hardware IRQ 1. 😀 Then you get to see all the key presses and releases. That’s the method I’m using now.
@movq Ahh so in essencie you have to write your own interrupt handler to do this properly? 🤔
@movq Ahh so in essencie you have to write your own interrupt handler to do this properly? 🤔
@movq Ahh so in essencie you have to write your own interrupt handler to do this properly? 🤔
@prologic Yep. It’s not that hard, luckily. The video takes a look at the Wolfenstein 3D source code, btw, quite interesting. 😀
@prologic Yep. It’s not that hard, luckily. The video takes a look at the Wolfenstein 3D source code, btw, quite interesting. 😀
@prologic Yep. It’s not that hard, luckily. The video takes a look at the Wolfenstein 3D source code, btw, quite interesting. 😀