The author discusses tinkering with the vanilla source code of Wolfenstein 3D from 1992, showcasing how to compile it by recreating the environment through DosBox and Borland C++ 3.1. The process includes setting up the filesystem, installing the compiler and source code, and compiling the game. Upon running the game, the author identifies issues related to the production access pipeline, leading to mismatched assets and codebase evolution. By regenerating the VGA assets to match the original indices, the game successfully runs, addressing the aspect ratio issue on DosBox as well. The unique insight provided into the technicalities of retro game development makes this content a compelling read.
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