Nostalgia flashback. Anyone else implemented a renderer based on fatmap2.txt[1]?<p>I came up with my own approach using bresenham and storing spans, but it was slow and sucked.<p>Then my buddy found fatmap2.txt on a BBS and gave it to me, as I didn't have a modem at the time. It was a revelation.<p>Programming in Turbo Pascal I was hampered by it being 16bit, but discovered I could prepend the assembly opcodes with 66h to turn them into 32bit instructions.<p>Later I tried converting the code to C, being only 300 lines and at that point well understood I figured it was a good task to get started with C. I was self-taught at programming but had read enough C to feel confident enough to try.<p>Converted it all line by line to C before compiling... and got literally over 3000 errors and warnings, and none of them made any sense.<p>Discouraged I left it, but a week later I was determined to get it working. After a few hours staring and bashing my head against the wall, I saw that the constant for the texture width which I had converted to a #define in C, had a semi-colon at the end...<p>So I removed it, and voila it complied flawlessly...<p>Only later did I realize my C compiler, djgpp, was actually a C++ compiler and that's probably why I got so many seemingly weird errors.<p>Anyway, good times...<p>[1]: <a href="https://github.com/rcoscali/ftke/blob/master/ogles/doc/fatmap2.txt">https://github.com/rcoscali/ftke/blob/master/ogles/doc/fatma...</a>