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90-Day Execution Timelines and Attainable Milestones

Metadata
Field Value
source ../Assembly-Versus-Fortran-Comparison.md
document Comparative Strategic Analysis of Assembly and Fortran for 1980s–1990s Constrained Game Development: Low-Level Optimization, Simulation Architecture, and Modern Player Experience
kind section-lead
parent
lines 24-34
findings D02-C4 D02-C5 D02-M4 D02-m4

The three-month acquisition trajectory differs markedly depending on whether the developer chooses Assembly (such as 16-bit x86 DOS or MOS 6502/68000) or Fortran (such as FORTRAN 77 under DOS or Modern Fortran compiled with retro toolchains)1.

Week Interval Assembly Pathway (x86 Real Mode / DOS Mode 13h) Fortran Pathway (FORTRAN 77 / Modern Fortran)
Weeks 1–4 CPU registers, binary logic, stack management; setting up BIOS interrupts (INT 10h for Mode 13h); plotting pixels directly to 0xA000:00008. Variable typing; DO loop logic; multidimensional arrays; array indexing; basic ASCII graphics and game state structures6.
Weeks 5–8 Fast memory copy (REP MOVSW/MOVSD); fixed-point trigonometry math; double-buffering in conventional RAM; keyboard IRQ (INT 09h) handling1. Matrix transformations; celestial mechanics; cellular automata loops; procedural map generation; file save/load routines3.
Weeks 9–12 Tile blitting routines; vertical blank synchronization (V-Sync on port 0x3DA); custom fixed-point raycasting or 2D sprite engine1. Complex deterministic economy/simulation engine; integration with low-level drawing wrappers or ANSI text terminal rendering12.
Attainable Milestone A fully functional, smooth 60/70 FPS 2D action game, tile scroller, or pseudo-3D raycaster written bare-metal1. A deep, complex simulation game (e.g., hard-sci-fi flight dynamics, tactical wargame, or procedural roguelike)11.

The findings come from ../../findings/ (pass 1). The script matches them to this part by source line.

ID Severity Evidence Status Location Problem
D02-C4 critical KNOW DOC open L33, L42, L112, L166 Claim: The document promises “Locked 60/70 FPS” and V-Sync “completely eliminating tearing” in Mode 13h.. Problem: (a) Mode 13h runs at 70 Hz. Thus a game locked to vsync gets 70 or 35 fps, not a locked 60. (b) Mode 13h has one page, thus page flipping is not possible. A copy of 64,000 bytes in the ~1 to 1.5 ms vertical blank is not possible over ISA. As a result, tearing becomes less, but it does not stop. Flipping without tears needs Mode X (L11 mentions it, but the roadmap does not use it). (c) The figure in the document (L70), 3.84 MB/s, is more than many 8/16-bit ISA VGA cards can supply.
D02-C5 critical KNOW open L33 Claim: The 90-day milestone is a “fully functional, smooth 60/70 FPS … raycaster written bare-metal”.. Problem: This is not realistic for a person who learns assembly from zero. Commercial teams with C plus assembly shipped raycasters that ran much slower than 60 fps on the hardware of that time. No evidence supports the timeline.
D02-M4 major KNOW open L41, L30–31 Claim: The document does 16.16 fixed point “using AX, BX, CX, DX”.. Problem: These are 16-bit registers. 16.16 math needs 32-bit registers (EAX and the others, 386 and later) or register pairs on the 8086. REP MOVSD (L31) also needs a 386 or later. The document mixes 8086 and 386 targets and does not say so.
D02-m4 minor VERIFY verify L26 The document says “Modern Fortran compiled with retro toolchains”. But it names no DOS toolchain that supports modern Fortran. A DJGPP gfortran port can possibly exist, but the document does not mention one.

What does this part try to show, or help the reader decide?

# Claim Evidence given (citation / data) Verifiable?
1
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  • Does the segment achieve its goal? (Yes / Partly / No)
  • Confidence: (High / Medium / Low)
  • Required fixes: