Planet X3 for MS-DOS Development – Part 1

Planet X3 for MS-DOS Development – Part 1

Hello, and welcome back to The 8-Bit Guy. So, most of you know by now I spent most of
my free time in 2017 designing this Planet X2 video game for the Commodore 64. Now, a lot of people were perplexed why I
waited so long to tell anybody about it. And, the reason for that was because I was
afraid people wouldn’t understand what the game was about, and so I would code a little
bit and I would think, yeah, I’d really like to show this to people. And then I would think, no, people really
won’t understand so let me just finish this one more feature, and then I’ll show it
to everybody. And so, I’d finish that one feature and
then I’d go well, maybe just one more feature. And, I just kept going through this loop over
and over again until I got to the point I was almost done with the game and then at
that point, I thought well I’m so close to being done with the game, let’s just
finish it first. And so, that’s kind of how that happened. However, a lot of people said they would have
enjoyed seeing a more detailed series throughout the production of the game showing what challenges
I faced. And so, that’s what I’m going to do this
time. I essentially finished the last piece of code
on November 9th of 2017.  And On November 10th, I immediately started
thinking about a sequel.  Now at first, I wasn’t even sure what
computer platform to port it to. But, I knew I wanted something with a little
bit more RAM. Because, on the Commodore 64 version, the
main problem I had was just not enough RAM to implement all of the features that I originally
envisioned the game to have. I did a poll on my facebook page and found
that the overwhelming majority wanted me to port it to MS-DOS. Of course, that raises a whole new set of
questions. You see, if you look at the Commodore 64,
it was in production for like 12 years. And during that 12 years, it stayed pretty
much exactly the same. It had the same 64K of RAM, the same video
chip, the same audio chip, and nothing really changed.  MS-DOS, on the other hand starts in 1981
with the IBM PC 5150, which had a 4.77 Mhz processor, 16K of RAM, and a CGA graphics
card.  But that architecture continually improved
over the next 15 years or so that MS-DOS games were being made.  I like to break it down into 3 eras, although
in reality there are no dividing lines as it was really a gradual change.  Nevertheless, the question remains, which
of these systems do I want to target?  Throughout the era of DOS computers, you
had a lot of video card choices, including CGA, Tandy, Hercules, EGA, VGA, and SVGA.  So, I considered this question for some
time.  I also had another poll, asking which graphics
mode was most important to support.  As you can see VGA was by far the most requested
video mode.   Despite that, I wasn’t sure if that
was the way to go or not.  For one thing, MS-DOS already has several
real-time-strategy games.  For example, there is Command and Conquer,
Dune II, and of course WarCraft.  All of these came out in the 1990s.  And if you look at the system requirements
for these games, every one of them requires VGA and usually a 386 or 486 processor.  One thing I was sure about, if I followed
the exact same design concepts as I did the Commodore 64 version, then there should be
no reason why my game wouldn’t run on even the slowest of MS-DOS computers. But not only that, I feel like if I supported
VGA only, then I would also be in competition with those other real-time strategy games
and I simply cannot compete with those because those were designed by an entire team of people. I’m just one person plus maybe you know
an artist and a musician. I decided that my base target platform would
be this Tandy 1000 EX, which came out in 1986. Let’s have a look at the specifications
I’m dealing with here.  The CPU runs at a whopping 7.16 Mhz.   The memory is just as impressive, a whole
256K.  As for graphics modes it supports traditional
CGA graphics, along with it’s own special Tandy modes.  For a hard drive it has, none.  Instead, it has a single 360K floppy on
the EX model and a 720K floppy on the HX model.  Now, when I say this is my target platform,
don’t think for a minute that the game won’t run on better or faster MS-DOS machines, because
actually I plan on supporting a wide variety of both video cards and sound cards and CPUs,
etc. Of course, I can’t support everything in
the world because for every graphics mode I support, I have to not only write the code
to support that graphics mode, but I also have to create tiles and artwork and everything
to also support that graphics mode. So I decided right off the bat that I would
not support Hercules.  I doubt there are many computers still around
today that even use that card.  As for EGA and VGA… I didn’t want to support both.   I figured I should support one or the
other.  And to be honest, I felt like 16 colors
would be plenty for the type of game I was creating and of course all VGA systems are
backwards compatible with EGA, so that means lots of supported machines.  But to be honest, there really aren’t
that many EGA systems around anymore.  In fact laptop computers essentially never
supported it.  Laptops seem to have gone straight from
CGA to VGA. They just skipped the whole EGA for some reason
or another. I’ve never seen a laptop that supports EGA
graphics, so they’re. I think there are a few but they’re really
rare. The other thing is, I think most desktop computers
that had EGA were probably eventually upgraded to VGA, so I just don’t think there’s
very many laptops or desktops out there that are still using EGA. Another deciding factor was ease of programming. It turns out EGA is kind of a pain in the
rear to program for, looking at the design of VGA, it’s actually much much simpler
so I think that from a programming perspective, it’s easier to deal with VGA. So, I decided there would be no EGA and no
SVGA.  Leaving essentially these 3 video cards
to support, which I think will cover 99% of the machines out there still in use today. And since VGA was backwards compatible with
CGA and EGA, one thing I always loved to do is test out every new game in all 3 video
modes.  So, here’s LHX being played in CGA mode.  Beyond letting me see what the other video
cards were capable of, at minimum it would usually give me a better appreciation of having
a VGA card myself.   Anyway, this always became a ritual of
mine to try every game in the different video modes.  And so, I wanted to make sure people could
do the same thing with Planet X3. In fact, one thing I was eager to do was support
the seldom used CGA composite mode.  Now, I did a video on this a while back,
but for those who may have missed it, here’s a refresher on that. the CGA card typically can only display 4
colors at once in graphics mode.  And most games use the default magenta palette. And while it is ugly, it’s actually probably
the best palette available.  However, when CGA is connected to a composite
monitor, it can display 16 colors, and even more with special tricks. When I looked into it, I found it was dead
simple to code for, so I decided Planet X3 should support this mode.  So in the end, these are the 4 modes I’ve
decided to support. *** Pick a Language *** OK, so now that I decided what computer platform
I wanted to support, I had to next pick a language and a compiler. And, I really had no idea where to start,
so I talked to several people who were familiar with programming under MS-DOS and I found
out that realistically there were three choices to pick from, which is C, Pascal, and assembler. And, I actually know how to program in all
three of those languages already, although admittedly, assembler is very different from
one processor to the next. So, I wasn’t particularly familiar with
8086 assembler. But, I endeavored to learn. And it’s good for me that I had this book
which I’ve had since the 1990s that a friend of mine gave me. It’s actually the Intel 8086 programmers
reference guide. And it actually shows everything about how
the processor works and every assembler command. I found programming for the 8086 to be quite
a bit different from the 6502 that I was used to programming for. Still, I spent a couple of weeks playing around
with different languages and different compilers before I finally did settle on Assembler. And you know, a lot of people are afraid of
assembler, like it’s some dirty word, something really hard and mysterious, but truth be told
it’s actually not that hard once you get started and you learn how to use it. You know, the funny thing about it is, I can’t
tell you how many times I’ve had people ask me if I programmed Planet X2 on the C64
in BASIC. Which, the answer is NO, I didn’t. It was programmed in assembler. You can’t program anything in BASIC on these
older machines. In fact, you know, truth be told, on any of
the machines made in the early 1980s to even most of the mid 1980s, assembler was the language
of choice. Any of the commercial games that were released
from probably up to 1987 were all written in assembler. I mean, there just weren’t any other languages
that were fast enough. So, it’s not like I’m doing anything unusual
or unheard of by writing these games in assembler. I’m actually doing exactly what I would
have done had I been developing this back in that time. When I wrote the C64 version, I had to first
develop some tools such as this tile editor, and later a map editor before I could really
start working on the game itself.  And this is no different, since I’m starting
from scratch on a brand new platform. So, I decided to create the tile editor first
for a couple of reasons. First and foremost, of course I have to have
to some tiles before I can start working on my game engine. But, secondly, working on a smaller project
like this gives me an opportunity to become more comfortable with programming on this
platform. It gives me a little bit of experience before
I start working on the actual game. So let me show you what the tile editor looks
like.  This is the CGA tile editor, which is what
I coded first.  So the idea is you can move around and plot
pixels like this, change colors of course, and I even added some helpful commands such
as being able to shift the entire tile in any direction.  Of course, this is all keyboard controlled.  I haven’t gotten into mouse support just
yet.  I also added a fill command that fills the
entire tile with some color.  Now, if I push the TAB key, it will take
me over here to my tile database.  I can load in any of the tiles from this
database and edit them.  Up at the top I added this little feature
to help me see what different tiles look like next to each other.  So, for example, if I wanted to see what
grass looks like next to plants, then I can do that.  And I have a total of 256 tiles to work
with, which is considerably more than the 48 I had to work with on the Commodore 64.  This program also allows me to define the
names of the tiles, as well as certain attributes such as if you can drive on it, build on it,
things like that.  All of this artwork here is more or less
temporary.  Most of it was drawn by either myself or
Anders Jensen, just to get something to work with. Now, let me show you the CGA composite version.  It’s built on 90% of the same code, but
I’ve altered it just enough to work in this mode.  You’ll see the color palette is much larger.  But also the pixels are twice as wide.  That’s the compromise with this mode,
you get more colors, but less screen resolution.  Still, I think the artwork looks pretty
good and I would definitely say this mode will be more enjoyable to use for CGA users
than the standard magenta 4-color mode.  Keep in mind every tile had to be re-drawn
from scratch to accommodate this mode. Now let me show you the map editor I wrote.  This is the CGA composite version, but the
maps I make here will work on any version of the game as they are not graphics mode
dependant.   When it starts there is just garbage here.  So, let me type in a map name to edit.  OK, so this is the one and only map that
exists right now for the game.  And it’s just an experimental map at the
moment.   But you can see some of the buildings
we’ve designed.  By the way, some of these will likely be
re-drawn at some point.  But they are good enough for now.  Here’s a mineral field, which should resemble
the Commodore 64 version.   Here’s a river with a bridge across
it.  And of course, here’s an alien base.  And the way this map editor works, is I
can just press enter and scroll through here and pick a tile, then just plot that tile
wherever I want on the screen.  It’s that simple.  I’ve added a few extra commands to help
speed up certain things, such as plotting multi-tile objects like these buildings.  OK, so are you ready to see the actual game?  When it starts it gives you the option of
4 different video modes.  Really it’s just 3 different modes, Composite
inverted colors is the same mode as the one above it, but the color hues are reversed
because some CGA machines use different hues on composite.   I haven’t written anything for VGA yet,
but eventually that will be on the list too.   Anyway, I’ll go ahead and select option
1 for regular CGA.   Now, you may notice this looks a bit different. That’s because I’m using a different tile
set that I just got in today from the pixel artist I’ve hired to draw some better graphics
for me.  I’ll talk more about that later.   This is a tank I’m driving around.  You may notice I’ve gone with a different
screen layout from the Commodore version.  But the controls work more or less the same.  So, I can press ENTER to bring up the browse
option and I can select a different unit.  Now this unit here is a flying unit, so
it can go over anything.   There are no sound effects yet, by the
way.   Here are some of the enemy buildings.   Now the truth is, I haven’t even decided
whether the final version will have flying units. I’ll talk more about that in a later video.  So let’s have a look at my base.  Of course, these are really just tiles at
this point as there is no actual code to handle buildings yet.  But these are here just to get an idea of
what things will look like.  So, these are solar panels, and they’ll
have to connect to a central power plant like this one.   This is a factory, and here’s a missile
slio.  This is a radar station.  And over here is a gas refinery.  Although, this would normally not be in
the middle of your base.  In fact, I’ll show you where that would
actually go.  So here’s some lava and nearby are some
methane gas vents, and that’s where the refinery should go.  OK, let let me show you some other interesting
features. You can change to the alternate CGA palette
if you want.  It doesn’t really have any benefit other
than some people may prefer to look at these colors instead of the magenta colors. Otherwise, everything is the same.  Another feature is a reduced screen width
mode.  This is for slower machines, I’ll talk
more about that in a minute. But suffice to say, everything works exactly
the same except the screen size is smaller, more similar to that of the Commodore 64 version,
actually. OK, now I’ll show you what it looks like
in CGA composite mode.  So again, we’re using an entirely different
tile set for this mode.  I hope that eventually all of the modes
will look more similar to each other, but we’re still in a process of figuring out
what things should look like.  But the game engine and the map work exactly
the same here.  So let’s go back up and look at my buildings.   So, they do look at bit different. The radar station will probably be updated
to look more like the other one in standard CGA mode.  But anyway, this mode is really neat and
I’m amazed it wasn’t used more back in the 1980s as this mode offers color graphics
very similar in capability to machines like the Commodore 64 or Apple II.  It certainly makes for a better gaming experience. In fact, it’s still hard for me to believe
this is CGA graphics because I spent most of my life thinking CGA could only do 4 colors.   By the way, here’s a little boat that
you’ll be able to control eventually. Next I want to show you the Tandy mode, but
for that I’ll show you a real Tandy 1000.  This is the machine I’m doing most of
my real hardware testing on at the moment.  I like the HX model because it has a 3 and
a half inch floppy drive, which makes it very easy to copy my game over to.   But, it’s also my only machine that
has both types of floppy drive so I can also use this machine as a go-between to copy the
files over to 5 and a quarter inch disks.  That way I can test on other machines too. Well, let’s start it up.  And I’ll show you the game working in
the true Tandy video mode.  This is actually using the Tandy low-res
16-color mode.  The reason I’m not using the hi-res mode
is two fold.  The main reason is that it is twice as much
data to copy to the screen, and this computer just isn’t fast enough.  In fact, up until just a few days ago, it
wasn’t even fast enough to run full speed in this mode.   And that’s actually the reason why this
reduced screen width mode existed.  In this mode, there is less screen data
to update, and so it was the only way to get the game running smoothly on this machine.  However, my friend Jim leonard had a look
at my screen drawing sub routine and gave me some tips for increasing the efficiency
by using some assembly commands I was not familiar with.  And now it runs fine even in full screen
mode.  What’s even better.  With this machine I can also invoke the
slow mode which will make it run at 4.77 Mhz like the original IBM PC and I can test the
game with this. And believe it or not it is still running
perfectly fine now at this CPU speed, which is great news because that means even the
slowest of MS-DOS computers will be able to run this game full screen and full speed.  However, I’m still going to leave the
reduced screen width mode in there because when I implement VGA graphics that will require
significantly more CPU power and so if you had somebody with a slower XT class machine
with a VGA card, they might still need the reduced screen width. Oh, and the second reason I’m using the
low-res Tandy graphics mode is that it allows me to share most of the same code and artwork
as CGA composite mode, so that saves a lot of time. Of course, I have a long way to go. All I’ve really done so far is concentrate
on the graphics routines. I haven’t even touched the background routines,
which is going to be a big part of a game like this. I also haven’t done anything with the sound
routines or even started anything with VGA graphics yet. In fact, all of the artwork itself is still
in its infancy for the most part. I think when part 2 comes along, you’re
going to see a lot of changes in the way that the artwork looks. Oh, so speaking of artwork, I did want to
mention that I hired a pixel artist. He’s from France and his name is Renaud
Heidt, I’ll put a link down in the description to some of his work if you are interested. I got a lot of artwork submissions after I
released Planet X2, but I was most impressed by his work.   In fact, here are a few sneak peaks at
some of the storyline art. So, yeah, I am going to have these little
scenes that will come up between different levels with some text and music telling you
what is happening.  And so this is one of the CGA mode scenes
he did.  And I think it looks absolutely great.  Here’s another one of the Protoid pyramid
base with some ships rocketing past.   Here’s the same scene done in CGA composite
mode, which should look the same in Tandy graphics as well.  And then, here’s the same artwork done
in 256 color VGA mode.  This is the only VGA graphics that exists
for the game at the moment.   But I want to assure you that it definitely
will have VGA graphics.  So, I am planning on doing a kickstarter
for this game. Now, I haven’t started that yet. I’ll probably start that around the time
the making of part 2 video comes out. That’s probably when I’ll start the kickstarter. And, the reason I’m going to do that is
because with Planet X2, I only ordered 500 boxes, because I didn’t know how many I
would sell, and I was afraid I’d end up stuck with hundreds of boxes that I just couldn’t
sell. And, well, the truth of the matter is I ended
up not having enough. And people are constantly bombarding me about
when I’m going to have more boxes available. Well, that’s a tough problem because most
of these box companies want a minimum order of 500 boxes. So, I can’t just go out and order another
50 or something like that. And so, I figure if I have a better idea of
demand up front, then I can order all of the correct number of materials and have them
ready at the time of release. And so that’s why I think the kickstarter
is probably a good idea. Anyway, that about wraps it up for part 1. When part 2 comes along, I’m hoping things
will look far more interesting at that point. So, stick around for that, and we’ll get
back to some retro content for the next episode, and thanks for watching!


  • Kowalski says:

    nice tshirt

  • Edwin van den Akker says:

    Awesome video!
    But why didn't you make the tools like the tile and map editor for Windows (or Mac)? The user interface would have been better since you might have had more real estate to work with. And it might have been faster.

  • Fallows Tech Time says:

    Just stumbled upon your Videos about the making of Planet X2 and just ordered the lite box version of the game. Looks like I have to go get my C64 and C128 units as well as peripherals ready. And once I've set everything up I'll be sitting next to a window overlooking the street, fingerbitingly waiting for the game to arrive … cough Keep up the good work! 🙂

  • Raul Gubert says:

    1st book from the series WOR(L)DS, a project by Raul Gubert
    ''3 NEW MONSTERS AND 3 NEW WEAPONS FOR QUAKE'' book from the series WOR(L)DS, a project by Raul Gubert
    ''3 NEW WAYS FOR SUPER METROID'' book from the series WOR(L)DS, a project by Raul Gubert
    ''NUKE THE QUAKES! BOMB THE DOOMS!! KARMA KARMA BOOM!!! (a new game that blends Carmageddon, Doom and Quake)

  • millenniumtree says:

    Looks great! I'd certainly want to play these. 🙂

  • Bad Meme says:

    Just me or does the pyramid scene look no man's sky style?

  • A Sandy Soldier says:

    Can anyone send me a link to a pc or laptop that runs dos for sale? ( and you know, works with the game)

  • Beansman1053 says:

    Wow EGA PCs are fucked, they don't get Composite, Tandy, or VGA and they don't get their own graphics either, they have a choice of monocrhome CGA or 4 color CGA lol

  • Erdem K. says:

    I think you can port this game with SDL to windows/linux & mac

  • Erdem K. says:

    Planet X3 for DOS
    Planet X4 > 16bit> Windowed > Win3.1
    Planet X5 >32bit> fullscreen / Win9x > DirectDraw mode
    Planet X6 > x86 / 32bit> NT4 ~ Win 10> Directx/Opengl (3D) mode
    Planet X7 >64bit / x64 > WinXP64 ~ Win10 x64>Directx/Opengl (3D) mode

  • murderdogg says:

    That is a lot of great information in Part 1.
    Ohh i just noticed their is an update video.

  • SS Skits says:

    How do you get a copy of planet x3? I have DosBox running on my mid 2010 mac and how do I get planet x3 on DosBox?

  • Guillaume Globensky says:

    This is very interesting. I love following how you tackle game making. You make it seem easy but it's really hard work. Assembly is a pain compared to C++.

  • pigfish99 says:

    Fun fact: Rollercoaster tycoon was made in Assembly code, too!

  • Felipe Pereira says:

    Planet X86 on the DOS
    Super Planet X on the SNES
    Planet X64 on the N64

    Planet XONE (reboot on the xbox one)

    Now everything is dead with this X3 stuff 🙁

  • Hayden Wilson says:

    is there a download?

  • Isaac Roebuck says:

    Sorta unrelated, but watching something like this allows you to just sit back and take in the true extent of mankind's unfathomable journey to overcome boredom. Not just making a game or something like that but everything that had to happen in order to make that possible.

  • Chrochet Fan says:


  • Ohlukei says:

    Well, I would never consider doing anything for a PC, especially for a PC of that time. An 8 bit Atari version would have been quite interesting maybe. 🙂

  • Tanya Mennear says:

    10:26 Pac-Man

  • Sir Tanon says:

    Amazing work on this, as well as on Planet X2. I love seeing how detail oriented you are, how much thought and careful consideration you're putting into the development of this game. Shame you weren't doing this 20-25 years ago – You would have make a massive impact on the DOS gaming market back then. Even now, I can see this came developing a hardcore following.

  • Paul Gray says:

    It's only fair for PlanetX3 to use VGA Mode X as specified in Mike Abrash's book

  • PQCraft Gaming says:

    Could you make a version for the color maximite?

  • PQCraft Gaming says:

    Assembler is a pain when you are first learn it. It's a hardware related language and i'm used to software related languages.

  • Basic Dos Gaming says:

    Another C&C clone

  • EXP Band NL says:

    I love this video. I programmed in 6510 assembler back in the day but never made the leap to 386. Very informative. Thanks

  • n?a says:

    So this game is a copy of statecraft or comand and conquer except much more lame

  • Peter Hart says:

    If you ever need a picture for Planet X4,
    I’m your guy. Do you wanna get paid
    for choosing me? P.S. I live in Pittsburgh, PA.

  • Star Gamer says:

    Are you gonna make a game suitable for Atari ST

  • Spider Mcgavenport says:

    Say, The 8-Bit Guy, would you be needing a page frame address, for EMS or EMM386.exe I'd like to see this utilized since DOSBox was made primarily to cover this necessity since UMA graphics took over those memory allocations.

  • Tyee Cambrón says:

    That looks like a cool game. I have too much junk that I need to get rid of, so if there is a digital version purchase option then I'd be interested and I would need an emulator.

  • Jonathan Tatarcenkas Manzano says:

    Hoy I can participate in a project like this. My backgroung is deep c for embeded devices, maybe I have to offer. Even a Windows version for mor modern hardware or linux based.

  • Guy TECH says:

    as an high school student in Israel, some of my friend done their graduation project in assembly, I learned it two years ago, and now I actually program with Assembly or Machine Language using OP Codes Table.

  • Guy TECH says:

    The tile editor is genius, I can't tell you how seeing my friends converting drawings to bitmap values was too much time consuming (BTW, I decided to do my graduation in JAVA and Data Base instead), we can choose what to learn, I of course choosed Computer Science Basics because we can do JAVA, and I don't have time to program entire programs in Assembly this year, But our schools can choose between Java and C#.

  • Artemis Garcia says:

    Actually the genesis and snes also used assembly code

  • 4nub says:

    he hasnt uploaded yet?

  • High Path says:

    I have an Hercules Graphics card lurking on an old system somewhere!

  • High Path says:

    Looks like you and your artist could licence some comic book art for a further revenue stream – good luck ! PS If you have too many empty boxes I am sure you could sell them in batches on the internet !!

  • MC WrinkleRelease says:

    Probably one of my favorites of your videos. Thanks for doing such a deep dive into the process.

  • Đävïđ says:

    cga, ega, vga…?? ugh
    Just say the first word of the acronym? :-p

  • TheSulross says:

    The wonder of possibility of the old archaic 8 bit and 16 bit computers as a gaming platform for today is that they offer a truly democratized platform for gaming. Anyone can participate in any manner they want – be a game user or a game developer. The mainstream gaming consoles all locked down the hardware platform to where only professionals with corporate financing would develop for them. The modern gaming scene is at a level of far too great a sophistication for mere individuals to produce things that could rival the commercially backed efforts. But on these old 8 bit and 16 bit computers, The 8-Bit Guy is showing to the YouTube world that anybody can let their creative juices flow and create a game for them. To create has much higher satisfaction than to just use software only.

  • Chip Tracy says:

    If i can run it on my HP 100LX palmtop, it'll be amazing.

  • Illuminti Confirmed says:

    where did part 2 go?

  • KoivuTheHab says:

    I didn't know God had a YouTube channel…

  • yatudlabiereicit says:

    this is simply amazing! I really feel like im missing out, not knowing how to code and mostly not knowing where to start from.

  • GiggitySam Entz says:

    Oh wow this gets me so excited! The plane reminds me of Total Annihilation 😛

  • GiggitySam Entz says:

    Omg Reno was my favourite comics illustrator when was a kid!!

  • natwat123 says:

    I wouldn't able to look at the cga composite for long. It messes with my eyes.

  • Anthony Drake says:

    I really hope you make some more videos of this series. I found it absolutely fascinating

  • Michael Waters says:

    Fix your youtube button picture. its crooked.

  • ErtasVideos says:

    The reason why ega laptops never existed is because in that time, no laptop had a tft or stn display, aka lcds, remember that blue led’s are created in 1993

  • Jurek Ogórek says:

    For me, I think watching these video's about this game (and Planet x2) are more enjoyable than I imagine game play would be. That's not an insult of the game. I simply mean I don't have the time to actually play the game (work, family etc…). But watching this is very interesting. Thanks for the videos.

  • IceMetalPunk says:

    "I could use C, Pascal, or Assembler." Me: "I'd go with C, but this guy seems like the type to choose Assembler." "I didn't know Assembler for 8086, but I endeavored to learn." I KNEW IT! 😀

  • dgpx84 says:

    What is the song playing from 2:10 – 3:17?

  • Link Smith says:

    I love this. I hope it’s distributed on 3.5 inch floppy so my machine could run it.

  • Johannes Dolch says:

    I think if you use a GTX 1080Ti or better you can do away with the "Reduced Screen Size Mode"

  • OppeltDrums says:

    By 2030 Planet X will come to Windows 95

  • dustboxednorth says:

    should've called it Planet Rawr x3 nuzzles how are you pounces on you you're so warm o3o notices you have a bulge o: someone's happy 😉 nuzzles your necky wecky~ murr~ hehehe rubbies your bulgy wolgy you're so big :oooo rubbies more on your bulgy wolgy it doesn't stop growing ·///· kisses you and lickies your necky daddy likies (; nuzzles wuzzles I hope daddy really likes $: wiggles butt and squirms I want to see your big daddy meat~ wiggles butt I have a little itch o3o wags tail can you please get my itch~ puts paws on your chest nyea~ its a seven inch itch rubs your chest can you help me pwease squirms pwetty pwease sad face I need to be punished runs paws down your chest and bites lip like I need to be punished really good~ paws on your bulge as I lick my lips I'm getting thirsty. I can go for some milk unbuttons your pants as my eyes glow you smell so musky :v licks shaft mmmm~ so musky drools all over your cock your daddy meat I like fondles Mr. Fuzzy Balls hehe puts snout on balls and inhales deeply oh god im so hard~ licks balls punish me daddy~ nyea~ squirms more and wiggles butt I love your musky goodness bites lip please punish me licks lips nyea~ suckles on your tip so good licks pre of your cock salty goodness~ eyes role back and goes balls deep mmmm~ moans and suckles o3o

  • Bård Baadstø Ildgruben says:

    Please call the language "assembly". Assembler is (as you know) something that helps you create the ones and zeros.

  • Metastate12 says:

    Love your stuff man!

  • TheJaguar1983 says:

    My first and main assembler version I'm familiar with is x86, but I've used a little arm too.

  • temp911Luke says:

    Where can i find the outro tune of your video ?

  • Travis Miller says:

    november NIIINTH!!!!! birthday :p

  • SkilledTheGamer says:

    what's next? planet x4 for windows?

  • SevenDeMagnus says:

    Amazing skills. When did you start programming?

    God bless, Proverbs 31

  • 18000rpm says:

    CGA composite mode was rarely used because very few IBM PCs were connected to a TV. And back then PCs were expensive, not something you would casually bring to the living room and plug into the TV just to play a game.

  • Matthew Rease says:

    I want that 8086 book. 🙁

  • Unknown Prodigy says:

    this is absolutely AWESOME. I just discovered this channel and your games. Best of luck. Great descriptions. Best of luck.

  • John Bond says:

    Got anything for the ENIAC?

  • Christopher Brickwedde says:

    Found a copy of the iAPX 86/88 manual and I'm going to buy it because you've given me the desire to try and make my own DOS based game. I doubt you still monitor these comments, but if you do, do you have any other recommendations for reference manuals that I should consider because I'm really excited about trying this and any help would be extremely useful. Thanks! Can't wait to play X3, though sadly it will be in DOS box.

  • Carlos Escarfuller says:

    Your game reminds me when I used to play Sierra Online games like Space Quest and Kong’s Quest.

  • iProgramInCpp says:

    Maybe there will be a community dedicated to recreating the beta of Planet X3 just like of SM64, hehe. But it will be easier, since the beta videos are available in higher quality (SM64 Beta footage is only found on VHS I think).

  • Fubar AlAkbar says:

    I wonder why no one told him about QuickBasic? It has built in graphics commands, so you don't need any in-line assembler, and I find QB 4.5 an absolutely delightful language to program in.
    EDIT: leave it to me to post that question right before he answered it :

  • Didier Dubos says:

    Any chance to get an AMIGA version (OCS / AGA) ? I'd love to . Thanks

  • michelle says:

    Ive followed you for a little bit, especially your keyboard channel, then i found planet x3 randomly on doshaven, followed the link (not realizing) and there you were, lol, Had no idea! these games look really cool though

  • eLJaybud says:

    I think you should produce a more modern version put our an online team together to coffee it into something that's portable.

  • eLJaybud says:

    Today's kids just don't know how to hit the metal. I learned 8085 assembly language and it did make some of the mathematical coding far easier.

  • steverman says:

    Cant wait for planet x4 on windows 98 in 2039

  • synthesis says:

    Hard to concentrate on what youre saying with these jazzy midi jams going in the background. Good selections

  • John Dunlap says:

    My IBM 5150 has a Hercules… cries It's okay. It can emulate CGA. 😛

  • Bård Baadstø Ildgruben says:

    Please call the language assemblY. As I'm sure you know assemblER is not the name of the language.

  • Mutz03 Zockt! says:

    Maybe a stupid question, but can I also run this game by windows 95? I have a msdos pc but it runs win 95 and I haven't a msdos disc, and the floppy disc reader is broken

  • Grovers Mill says:

    We love modern games made for old systems 🙂 Thank you 8-bit guy 🙂

  • It's Just Milk I Swear says:

    Next will be planet x4 for windows

  • dontlikemath -.- says:

    I would consider myself a relatively acceptable assembly programmer in 16 Bit DOS/x86 stuff, but win64 just broke me

  • Austin Pendergraft says:

    6:44–6:46 what was the name of that game? I have vague memories from my childhood but I can't remember.

  • Cyn Hicks says:

    That "size does matter" shirt cracks me up! The irony is strong. Go team tiny! Lol

  • Reid Byron says:

    dude, make tshirts of some of the game art. In the magenta or alt color pallets

  • fcycles says:

    ahh.. I do remember before I got my first computer (C128), looking to radio shack catalog how I wished to have those Tandy computers… of course to program them… nowdays, still a lot's of ideas and this time I do have the hardware… it's the time which is missing.

  • NataleUrso productions says:

    I wanna get that

  • Ruud Dekker says:

    Hey David,

    You mentioned that you didn't know CGA could display 16 colors. The first game i played (and found out to be able to display 16 colors on CGA) was Tunneler. It's a multiplayer game in a single computer, using only one keyboard. Look it up, it's great fun. The only problem with my Tulip PC compact II (with a NEC V20) was that when moving diagonaly and shooting at the same time, the keyboard couldn't keep up. When both players did that, the computer would have to react to 6 keys being pressed at the same time. One of the players would then just simply be unable to make that desired move.

    You probably don't know Tulip by the way. It was a Dutch computer maker which sold really well in the late 80's. People could buy one through their work, and then they could sell working hours, without paying taxes. They even took back stock that was to be shipped to the UK, to meet the demands from Holland. When my parents got it, most of my friends still had PC's with 4.77Mhz processors, when as you know, the NEC V20 had 9.54Mhz.

  • Robbie Steel says:

    if I can mod Minecraft i'll deffinately make a Minecraft mod based of the game!

  • I'm Okay , says:

    12:52 the upgraded pixel art looks absolutely stunning.

  • Adam Perkins says:

    Isn't it called Assembly language? It's interpreted by the assembler, but it's Assembly Language.

  • Richard Samuelson says:

    2:58 …Back when Command & Conquer was alive and well, when EA wasn't using technonecromancy to give rise to mobile zombies with the sole aim of eating consumers' wallets and disguising the financial murders under the C&C name.

  • Richard Samuelson says:

    10:29 What's Pac-Man and the Galaga (I think) ships doing there? Placeholders?

  • Jepson Art and more Stuff says:

    How did you make the tile editor?

  • Jepson Art and more Stuff says:

    What is the logic behind it?

  • ian's forge says:

    i love you channel

  • ComputesGamer says:

    I wish that there was a Windows 10 version of Planet X3

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