and the IBM Game Control Adapter is mentioned in the August 1981 IBM PC Technical Reference, so IBM clearly had the gameport ready at day one of the IBM PC, even if it was an optional add-in.
mind you, on the IBM PC, just about everything is an optional add-in. You get a keyboard and a cassette port for free: you want graphics/text, floppies, hard drives, serial/parallel ports? that's extra.

god. Duke Nukem 1 has so much copy-pasted code.
Like, there's a ton of hint dialog boxes like "You need the key to open this door!" or "you get more points if you catch the balloon"

you'd think they'd just have ShowMessage() and pass it a different string, but nope. it's a different function.

LEARN TO WRITE REUSABLE FUNCTIONS

interesting. there's 12 hint-variables which are used to make sure you don't get hinted for something you've used before.

One of them is still maintained, but not used. So there must have been another hintable thing that got dropped

although I'm looking at DN1, episode 1. Maybe it does do something in DN1E2 or DN1E3?
because yeah this was also the era where you'd have 3 separate executables for 3 separate episodes of the same game

like, it has a function that loops through all 16 color indices and sets them to black. it takes one parameters, which tells it how long to wait between each color is set, so it'll fade slowly to black, instead of being instant.

there's also an identical function that does the same, but sets it to white, instead.

so instead of fade_screen(COLOR_BLACK) and fade_screen(COLOR_WHITE), it's two separate functions!
naturally instead of a function like "adjust_duke_health(n)" there's a "give_duke_one_health_point" function
todd replogle: look, I know programmers who use function parameters and data-driven design, and they're all cowards
The game starts with these two screens.
There's a function to draw Dr Proton, a different function to draw Duke Nukem, a function to draw Proton's text, and another function to draw Duke's

the only difference between the "draw proton"/"draw duke" functions is what base address they draw from.

YOU CAN PASS ADDRESSES TO FUNCTIONS, TODD

there are 5 of these functions in total.
Exactly identical, except they point to different buffers for different fullscreen images
oh god please don't tell me there's a hidden cheat code that's been missed for... 32 years?

Nope! it's known, it's just slightly mis-documented and tricky to pull off.

If you press the fire button (not alt!) and release F6 on the main menu, after launching the game with "dn1 asp", you can play the demo level

there is some extra code for checking the command line for another code, which I think would be "dn1 asp g" but I'm not sure what it does. something in the keyboard handler, it seems?
okay so the unused hint is supposedly for the teleporter, according to the modding wiki and cross-referencing with the load_game function:
https://moddingwiki.shikadi.net/wiki/Duke_1_Savegame_Format
getting closer to my goal. I figured out where it sets the variable for duke's backflipping, at 3000:2499.
0 = not backflipping
1 = left
2 = right
Wait wait wait. Either I'm completely misremembering a key part of how one of my favorite dos games works, or this save system makes no sense
nope, not misremembering. See this message? You can only save games in the between-level hallways.

so why in the fuck does the game save your position in the level and the camera position?

You'll always be in the hallway! you can't be anywhere else!

and apparently the game ignores the camera position, but not the player position, which is relative to the player position that it didn't load.
so... if you set up a savegame so it puts you in an actual level instead of a hallway, does it load properly?

yep. you can have it load you right into a level. you can't save a game there, but you can restore one.

weird.

I was gonna say that it would make sense if they originally had a save system that let you save anywhere, but not exactly: some stuff is missing that'd let you have a real mid-level save.
it doesn't save your keys or if you have the access card, which means you could be trapped after reloading a mid-level save
but yeah: despite it technically being visible for 32 years, I never noticed that the game doesn't just save which hallway you're in.
It saves where the duke is relative to the hallway, even if not his actual position.
I just loaded two different saves of Duke in the first hallway. Didn't press any other buttons... but he appears in different places!
guess I'll have to find out where it shows the "you can only save in hallways, dummkopf!" dialog and see if there's an if(!in_hallway && !debug_mode)" before it
I found the part where it shows that dialogbox, it was tricky because it was in Dark Code, but I can't find what calls it for presumably exactly the same reason
it also means there's yet another dialog_box function that's identical to all the others except for a couple things that could be easily parameterized
segmented real mode DOS is so silly.
I know this function is a far call (not a "fall car", as my fingers somehow typed it) so I just need to look for JMP 208e:1bb0, right?
what if instead they JMP to 208F:1BA0? that's the same linear address!
or any of the 256 other possible addresses for the same fucking function?

> Exception while decompiling 208e:4094: Decompiler process died

this would be easier if Ghidra would STOP FUCKING CRASHING

oh god this code better not be jumping into the middle of an instruction
it's always fun to find things like that while looking at disassembly. it's a telltale sign that the compiled code ends here. a human wrote this
here there be dragons
NOPE! it just checks if you're on an even level, and then tells you to fuck off if so.
idea: what happen if I sabotage this check and make it always let you save?
it's time... for hax
75 09 ; JNZ +9
turns into
EB 09 ; JMP +9
There we go! I'm saving mid-level.
and it loads properly. Nothing about the level state is saved (other than your player position relative to the default camera position), mind you, so there's not really any reason to do this.
Although it does... okay I think I may have figured out why they did this. One moment while I test.
okay I think I know why they disabled mid-level saving:
so, they don't save your position or level state when saving a game, but there IS an exploit: the gun powerup
the gun powerup is unique in that it can be collected multiple times. The game is smart enough to not let you collect permanent powerups again: if you enter the level where you get the jump boots already wearing them, they simply won't spawn
but that's not the case with the gun powerup because you collect up to three of them over the course of the game. The game doesn't know if it should make them appear or not, since you may have gotten a previous one
and if you can save mid-level, your gun powerup state is saved.
So you enter level 4, collect the gun powerup, and save. quit and restore your game. You now have the gun powerup, and you can collect it again, getting you to gun level 3. Save and restore again, and now you're max gun level (4).
and making you save only in hallways avoids this. And the game stores the state of duke in the last hallway: so when you use f10 to restart, it takes you back to the last hallway, but you lose all your upgrades

so you can't use this trick.

now I think they could have solved this in another way: make the save function save the state of duke as he entered the level. They already save that for restoring the player when you die

but maybe they didn't figure out this exploit into late in development and just sticking a "you can only save in hallways" patch on it was easier
you can also use this trick to get infinite health, but that's a much less impactful exploit than maxing out your gun much earlier

oh interesting.
the game does reuse a dialog box!

just one of them: The main-hallway hints and Dr. Proton's security-camera taunts? They're literally the same system, with the two sets of text intertwined.

the game selects what message to play based on your current level. on odd-numbered levels, it ends up being a hint message (because those are the hallway levels), and on even-numbered levels, it's dr. proton taunting you
my ghidra is full of a lot of comments like "this actually points to keyboard_interrupt_handler" because ghidra is mis-compiling this so badly
ghidra really doesn't do a great job of handling 32bit pointers in a 16bit real mode program.
The problem is that they're handled as two 16bit integers, not a single 32bit integer.

So sometimes a function fill be like void foobar(int a, int b, char far * string)

and ghidra will be like "oh it takes 4 parameters!"

nope! far pointers are passed as two 16-bit integers but actually represent one 20/24-bit pointer.

honestly real mode x86 is such an abomination of nonsense that we should pretend it doesn't exist.

if only for the minor problem that nearly all PC software and games were written in it for like 12 years

ugh. I don't know what this function even does but I can already tell that the only difference between two adjacent functions is which pointers they use.

TODD, PARAMETERS. PARAMETERS TODD

I'm really doubting the function duplications has anything to do with aggressive compiler optimizations because there's one very small function to determine if something is onscreen or not. It's a couple additions and 4 compares. prime inlining material!

it's not inlined. it's far-called from 148 locations

optimization level: this is a consumer-grade compiler for DOS from 1988, you're lucky we even know what optimization is
@foone aaaaaaaaaaaaaaaaaaaaaaaa real mode x86 scares meeeeee i wanna go back to my safe protected modeeee 
@foone excellent haxorring skills!