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Re:Three lessons I learnt from porting Diablo by samlittlewood on Friday December 04, 2009 @08:10AM (#976271)
Fortunately, the Watcom compiler (tool of choice at the time) had a mechanism for describing register use and side effects of embedded code fragments - somewhat like gcc.

It was common for any 3d games to have 16.16 fixed point type all wrapped up in macros using asm fragments. The crucial thing was using a 64 bit intermediate for muldiv and mulacc expressions.

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