gcc-ia16 VS DOOM

Compare gcc-ia16 vs DOOM and see what are their differences.

gcc-ia16

Fork of Lambertsen & Jenner (& al.)'s IA-16 (Intel 16-bit x86) port of GNU compilers ― added far pointers & more • use https://github.com/tkchia/build-ia16 to build • Ubuntu binaries at https://launchpad.net/%7Etkchia/+archive/ubuntu/build-ia16/ • DJGPP/MS-DOS binaries at https://gitlab.com/tkchia/build-ia16/-/releases • mirror of https://gitlab.com/tkchia/gcc-ia16 (by tkchia)

DOOM

DOOM Open Source Release (by id-Software)
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gcc-ia16 DOOM
11 91
154 12,738
- 3.1%
0.0 2.5
2 months ago 11 days ago
C C++
GNU General Public License v3.0 only GNU General Public License v3.0 only
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

gcc-ia16

Posts with mentions or reviews of gcc-ia16. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Building GCC 1.27 (first GCC with x86 support) (2019)
    1 project | news.ycombinator.com | 1 Apr 2024
    Mainstream GCC has never supported 16-bit code on x86, only 32-bit

    However, there is (at least one) fork which adds 16-bit code support, see https://github.com/tkchia/gcc-ia16

    I don't think the GCC maintainers have ever or will ever want to support 16-bit x86, because it is so limited, and adds a lot of messy corner cases, and nowadays is really only of hobbyist/retrocomputing interest.

    Maybe there is some 16-bit x86 embedded system still being maintained–there were military spec versions of the 8086, and possibly some weapons system, aircraft, satellite, etc, still in use contains one. But I doubt they'd have any interest in adopting a 16-bit GCC – they'd already have some proprietary compiler they'd been using for decades, switching now would add a lot of risk, very late in the life of a legacy system, for no tangible benefit

  • Djgpp
    4 projects | news.ycombinator.com | 17 Jan 2024
    These days there is also a 16-bit GCC port to DOS (https://github.com/tkchia/gcc-ia16). I never encountered one of those back in the day? I think the compiler itself does not run in 16-bit DOS though.

    Anyone interested in compiling for DOS (32-bit or 16-bit) should also check out Free Pascal.

  • Rust is Boring
    6 projects | /r/rust | 13 Mar 2023
    My advice is, when you feel you need that challenge, install DOSBox or DOSBox-X and Open Watcom C/C++, DJGPP, or gcc-ia16 and do some retro-programming. You'll also get the fun of being able to do low-level hardware twiddling and rely on DOS being so simple that it's effectively an RTOS.
  • Writing FreeDOS Programs in C
    1 project | /r/C_Programming | 13 Feb 2023
    Looking at part 1 and some of the videos, it looks like this doesn't actually use OpenWatcom, but i16gcc from the FreeDOS distribution, which looks to be a port of gcc that targets 16-bit x86.
  • "My Reaction to Dr. Stroustrup’s Recent Memory Safety Comments"
    11 projects | /r/rust | 2 Feb 2023
    And, if that surprises you, gcc-ia16 is a thing that has come into existence not only over a decade after DJGPP but also after Open Watcom already existed.
  • How can I compile rust for 16bit x86 (Intel 8086)?
    4 projects | /r/rust | 31 Dec 2022
    or GCC IA 16 (https://github.com/tkchia/gcc-ia16) gets someday mainlined (also a multi month/years project) and then gccrs can maybe use it as backend
  • Tools and/or tutorials for making a roguelike in DOS?
    1 project | /r/roguelikedev | 7 Jun 2022
    There is a 16-bit port of GCC these days as well included together with DJGPP if you install FreeDOS, but available separately as well (I think it can cross-compile from other systems like DJGPP can too?) https://github.com/tkchia/gcc-ia16
  • How FreeDOS Grew Up and Became a Modern DOS
    9 projects | news.ycombinator.com | 29 Jan 2022
    TK Chia and others have been working on adding DOS C/C++ compiler-isms to GCC as well as improving the the codegen to make it more hospitable for DOS apps. So far, the FreeDOS kernel compilable by gcc-ia16.

    https://github.com/tkchia/gcc-ia16

  • Linux (ELKS) running on an IBM PC XT replica
    4 projects | /r/linux | 6 Aug 2021
  • how to get started programming a game/program for dos?
    3 projects | /r/dosgaming | 7 Jul 2021
    There is a more recent fork of gcc/DJGPP to make 16-bit DOS applications that I also never tried, but that might be worth using (and I think it is bundled in the latest FreeDOS, so it might be very easy to set up by just installing that in a virtual machine?): https://github.com/tkchia/gcc-ia16

DOOM

Posts with mentions or reviews of DOOM. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Doom Released Under GPLv2
    4 projects | news.ycombinator.com | 17 Jan 2024
    commercially exploit or use for any commercial purpose."

    [1] https://github.com/id-Software/DOOM/commit/4eb368a960647c8cc...

  • GTA 5 source code leaks online
    3 projects | news.ycombinator.com | 25 Dec 2023
    The original Doom had third-party audio playback routines, so the source came with a rewritten sound server: https://github.com/id-Software/DOOM/tree/master/sndserv

        The bad news:  this code only compiles and runs on linux.  We couldn't
  • What you can do with C ?
    1 project | /r/C_Programming | 29 Nov 2023
  • Software Disenchantment
    5 projects | news.ycombinator.com | 23 Oct 2023
    Here's a repo for you with no test coverage and no auto-generated DI. They using unsafe pointers all over the place, too!

    https://github.com/id-Software/DOOM

    Shall I prepare the postage for the letter in which you'll call John Carmack an MBA? Should we send another to Chris Sawyer? I heard he didn't even write a formal design doc for Roller Coaster Tycoon!

  • Ask HN: Good practices for my first C project
    3 projects | news.ycombinator.com | 18 Oct 2023
    cURL is one of the most used C libs and is an example of good quality C code. If you follow the style used there, see e.g. https://github.com/curl/curl/blob/master/lib/dynhds.h (and associated dynhds.c) you will be good.

    Looking at the source of some of the old game-engines from the era that have since been released as open-source can also be helpful, like https://github.com/id-Software/DOOM.

    In both cases notice how simple and elegant a lot of the code is. There is already enough complexity inherent in the problem they are solving, and that is where the focus should be.

    Any IDE with a working language server to make it easy to jump around and refactor should work fine. Limitations might be due to the C language itself?

    Error handling on such a fixed platform does not need to be super-advanced. You should always be within the confines of the system so there shouldn't be much that can go wrong. If stuff goes wrong anyway just being able call a function Fatal("FooBar failed with code 34") when unexpected stuff happens and have it log somewhere to be able to dig around should be enough. You never need to be able to recover and retry.

    Make sure to use https://clang.llvm.org/docs/AddressSanitizer.html or a similar tool when developing outside of the PSOne.

    That said, consider statically allocating global buffers for most stuff and avoid using the heap for most stuff.

    Good luck working within the confines of the PSOne! Many hackers have pulled the hair from their head on that platform ;)

  • Ask HN: Where do I find good code to read?
    22 projects | news.ycombinator.com | 24 Aug 2023
  • Running Stable Diffusion in 260MB of RAM
    3 projects | news.ycombinator.com | 20 Jul 2023
    Probably more easily than you'd think. DOOM is open source[1], and as GP alludes, is probably the most frequently ported game in existence, so its source code almost certainly appears multiple times in GPT-4's training set, likely alongside multiple annotated explanations.

    [1] https://github.com/id-Software/DOOM

  • Where can I get game files to study?
    1 project | /r/GameDevelopment | 11 Jul 2023
  • Some were meant for C [pdf]
    2 projects | news.ycombinator.com | 21 Jun 2023
    I'd define an arena as the pattern where the arena itself owns N objects. So you free the arena to free all objects.

    My first job was at EA working on console games (PS2, GameCube, XBox, no OS or virtual memory on any of them), and while at the time I was too junior to touch the memory allocators themselves, we were definitely not malloc-ing and freeing all the time.

    It was more like you load data for the level in one stage, which creates a ton of data structures, and then you enter a loop to draw every frame quickly. There were many global variables.

    ---

    Wikipedia calls it a region, zone, arena, area, or memory context, and that seems about right:

    https://en.wikipedia.org/wiki/Region-based_memory_management

    It describes history from 1967 (before C was invented!) and has some good examples from Apache ("pools") and Postgres ("memory contexts").

    I also just looked at these codebases:

    https://github.com/mit-pdos/xv6-public (based on code from the 70's)

    https://github.com/id-Software/DOOM (1997)

    I looked at allocproc() in xv6, and gives you an object from a fixed global array. A lot of C code in the 80's and 90's was essentially "kernel code" in that it didn't have an OS underneath it. Embedded systems didn't run on full-fledges OSes.

    DOOM tends to use a lot of what I would call "pools" -- arrays of objects of a fixed size, and that's basically what I remember from EA.

    Though in g_game.c, there is definitely an arena of size 0x20000 called "demobuffer". It's used with a bump allocator.

    ---

    So I'd say

    - malloc / free of individual objects was NEVER what C code looked like (aside from toy code in college)

    - arena allocators were used, but global vars and pools are also very common.

    - arenas are more or less wash for memory safety. they help you in some ways, but hurt you in others.

    The reason C programmers don't malloc/free all the time is for speed, not memory safety. Arenas are still unsafe.

    When you free an arena, you have no guarantee there's nothing that points to it anymore.

    Also, something that shouldn't be underestimated is that arena allocators break tools like ASAN, which use the malloc() free() interface. This was underscored to me by writing a garbage collector -- the custom allocator "broke" ASAN, and that was actually a problem:

    https://www.oilshell.org/blog/2023/01/garbage-collector.html

    If you want memory safety in your C code, you should be using ASAN (dynamically instrumented allocators) and good test coverage. Arenas don't help -- they can actually hurt. An arena is a trivial idea -- the problem is more if that usage pattern actually matches your application, and apps evolve over time.

  • What is your gender?
    1 project | /r/teenagers | 18 Jun 2023
    Doom

What are some alternatives?

When comparing gcc-ia16 and DOOM you can also consider the following projects:

open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.

elks - Embeddable Linux Kernel Subset - Linux for 8086

project-based-tutorials-in-c - A curated list of project-based tutorials in C

build-djgpp - Build DJGPP cross compiler and binutils on Windows (MinGW/Cygwin), Mac OSX and Linux

Apollo-11 - Original Apollo 11 Guidance Computer (AGC) source code for the command and lunar modules.

MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes

doomgeneric - Easily portable doom

rusty-dos - A Rust skeleton for an MS-DOS program for IBM compatibles and the PC-98, including some PC-98-specific functionality

luxtorpeda - Steam Play compatibility tool to run games using native Linux engines

emularity - easily embed emulators

angband - A free, single-player roguelike dungeon exploration game