- Castle Of Viana - Capiroto's Revenge Mac Os Iso
- Castle Of Viana - Capiroto's Revenge Mac Os Iso
- Castle Of Viana - Capiroto's Revenge Mac Os Release
The best day trips from Viana do Castelo according to Tripadvisor travellers are: Santiago de Compostela and Viana do Castelo full-day private tour from Porto; Minho full-day private tour from Porto - Sanctuary, Castle, Granaries, and more; Green Wine Route in Viana do Castelo with Traditional Lunch; Santiago de Compostela and Viana do Castelo. Castle of Viana - Capiroto's Revenge by Daniel 'MontyOnTheRun' Monteiro REQUIRES DOSBOX FOR MODERN SYSTEMS A #cgajam MS-DOS game (theme: history repeats itself) where you traverse a floating castle in Viana do Castelo to kill the demon Capiroto (again). 2204 Mac OS X - Defensive Programming Techniques, Georg Tuparev, Drew McCormick 4421 Strangers and Pilgrims - A History of the Anglican Diocese of Quebec, M.E. Reisner 994X Drawn to Painting - Leon Kossoff's Drawings and Paintings After Nicholas Poussin, Richard Kendall. An icon used to represent a menu that can be toggled by interacting with this icon.
Assassin`s Creed 1
Altair
Assassin`s Creed 2
Etzio
Assassin`s Creed Brotherhood
Etzio
Assassin`s Creed Reviletions
Etzio
Assassin`s Creed 3
Conor
Assassin's Creed: is an award winning historical fictionaction-adventureopen worldstealth video game series that as of 2012 consists of five main games and a number of supporting materials. The games have appeared on the PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X, Nintendo DS, PlayStation and Windows Phone platforms, and will be coming to the and the The main games in the franchise were developed by Ubisoft Montreal, with the handheld titles developed by Gameloft and Gryptonite Studios, with additional development by Ubisoft Montreal. All games in the franchise are published by .
The Assassin's Creed games take place in 2012, featuring the protagonist Desmond Miles, a bartender who is a descendant of several lines of prominent Assassins; though raised as an Assassin, he fled his nomadic family to seek out a more common lifestyle. He is initially kidnapped by the megacorporation Abstergo Industries, the modern-day face of the Knights Templar who are aware of Desmond's lineage. Desmond is forced to use the 'Animus', a device that allows him to experience his ancestral memories. However the game is not at all related to this story. Abstergo is seeking to discover the location of several artifacts, or 'Pieces of Eden', that hold great power, to control mankind and alter its fate, bringing humanity into a single unified group. Desmond is later rescued by a small team of modern-day Assassins and taken to a secure location; agreeing to work with them, Desmond uses their version of the Animus (the Animus 2.0) to continue to experience the memories of his ancestors to discover the locations of additional Pieces of Eden so they can be recovered before Abstergo can do so. While experiencing these memories, some of their abilities are genetically leaked into Desmond, known as the Bleeding Effect, giving him some of the Assassin skills of his predecessors at the cost of living with multiple sets of memories and personalities in his mind
Within the Animus, Desmond experiences the memories of Altaïr ibn-La'Ahad, a disgraced Assassin working to redeem his former rank during the Crusades, and Ezio Auditore da Firenze, an Assassin in Italy during the late 15th and early 16th centuries of the Renaissance, both of whom came into contact with a Piece of Eden known as 'The Apple of Eden'. While following the storyline with Ezio, other Pieces of Eden become known, such as ' as well as a second apple. Throughout these events, Desmond learns of allusions to the prophetic end of the world in 2012 from a former Animus test subject, Subject 16, as well as from holographic figures of . These beings, people of 'The First Civilization', call themselves . They speak directly to Desmond through Ezio's experiences and in turn Ezio comes to discover that he is merely a conduit for Desmond and that centuries later, he is the one who will find answers to the questions that Ezio himself is asking in his own time. The three figures explain that their species created humanity, who then rebelled against them. nearly wiped both their species from the planet and destroyed their entire civilization, the three failing to prevent it after having potential solutions transferred to their central vault, now hidden in modern day New York, from vaults across the planet. With their numbers falling, The First Civilization attempted but ultimately failed to interbreed with humanity, leaving bloodlines of First Civilization and human hybrids such as Altaïr's and Ezio's, Desmond himself a unification of the two. These hybrids have access to the sixth sense of knowledge, which presents itself in the games as 'Eagle Vision' or 'Eagle Sense'.
Desmond must now use the Animus to access the memories of Connor Kenway, a half-Mohawk, half-English Assassin during the American Revolution, to use the central vault and find a way to stop a second solar flare from repeating the destruction of the first.
While the game is presented through the protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus. This provides a means of a diegetic interface for the player, showing Altaïr or Ezio's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player, as Desmond, controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.
While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a 'leap of faith' into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.
The games use the concept of 'active' versus 'passive' moves, with 'active' moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a band on the Assassin's arm, and which also can be used to quietly assassinate targets.
Lucy returns and breaks Desmond out of Abstergo. She brings him to a hideout and introduces Desmond to her Assassin allies Shaun and Rebecca. She also reveals that the Assassins are in possession of an updated version of the Animus. Aware of the Templars' intentions to gather the Pieces of Eden, Desmond volunteers to enter the Animus again, and explore the memories of Ezio Auditore da Firenze, a young nobleman from 1476 in Florence, Republic of Florence. He hopes to gain Ezio's abilities through the Bleeding Effect so he can aid the Assassins and destroy the Templars.
Ezio's father and brothers are executed by the hand of Uberto Alberti, a corrupt official in league with the Templars. Ezio kills Uberto in revenge, and after fleeing with his mother and sister to their villa in Monteriggioni, he learns of his Assassin heritage and begins training under his uncle Mario. Ezio also befriends local inventor Leonardo da Vinci, who helps Ezio with his work by decoding an encrypted codex that contains Altaïr's memories, as well as plans for advanced assassin weaponry. As Ezio looks at them with Eagle Vision, the thirty codex pages come together to form a hidden map of the vaults across the world. Over the course of a decade Ezio assassinates the conspirators involved in his father's death, leaving Rodrigo Borgia, a nobleman and Templar who has retrieved the Apple of Eden and is the center of the conspiracy. Ezio and other Assassins reclaim the Apple of Eden, but Borgia flees. Ezio is formally inducted as an Assassin, and is told that he may be a prophet as described in the codex.
During the course of the game Desmond experiences a number of unusual occurrences. First he discovers strange glyphs, apparently left by a previous test subject who died because the Abstergo staff left him in the Animus for too long. The glyphs are similar to the symbols he'd seen at Abstergo, which hide a secret history of the world. He later dreams of appearing as Altaïr again, chasing after Maria, a Templar whom he'd previously spared, and romanced. Finally, several memories are skipped, throwing the timeline forward by more than a decade to the Vatican, where Borgia now resides as Pope Alexander VI. The 'skipped' memories are available as downloadable content, and deal with the Battle of Forlì and the Bonfire of the Vanities.
Borgia is now the Pope and has in his possession the Papal Staff, another Piece of Eden. He attempts to use it to enter a vault that the prophet as described in the codex must enter. Ezio intercepts Borgia, but spares his life, and enters the vault himself. He encounters the hologram of a woman, who claims that she'd once been known as Minerva, and who also claims to come from a civilization whose members were also seen in the same light by ancient peoples. Minerva tells of a great disaster that had befallen and destroyed her civilization, and warns that it will occur again soon. Talking directly to Desmond, she tells him 'The rest is up to you,' leaving Ezio extremely confused.
Desmond is pulled out of the Animus as Abstergo has located their hideout. He, Lucy and the rest of the team manage to flee to safety, and soon prepare to return Desmond to the Animus to search for clues that may help them
The game is a continuation of Ezio Auditore's story, the Assassin's Creed II protagonist, as he returns to the city of Monteriggioni. The day before his sister's surprise birthday party for him he spends the night with Caterina Sforza, waking up to find the city besieged by Cesare Borgia. Ezio joins the attempt to fight off Cesare's troops but during the raid his uncle Mario is killed by Cesare, who then steals the Apple of Eden, leaving Ezio to escape the city without him. Wanting to exact justice and retrieve the Apple, Ezio travels to Rome in order to liberate its people from the influence of the Borgia family. To do so, Ezio recruits new assassins, as well as forming alliances between the various factions of the Roman underground. There are several times that Ezio goes to the Castel Sant'Angelo to assassinate Cesare and Rodrigo Borgia but they escape. When Ezio comes back to the Castle, he sees Cesare kill Rodrigo by forcing him to eat a poisoned apple, which Rodrigo himself had poisoned in an attempt to kill Cesare. Ezio chases Cesare to the Apple of Eden and manages to claim it, and uses the Apple to kill many of Cesare's men. Cesare is arrested but he says that no man can kill him and chains will not hold him for long. Cesare is placed in a high security prison in Viana, Spain, however he manages to escape with the help of his followers, including Micheletto. Micheletto is eventually killed by Cesare after a bar room fight that leads to where the memory starts in the game. Ezio kills Cesare, throwing him off the castle walls; 'leaving him in the hands of fate'. After that, Desmond, Lucy, Rebecca and Shaun find that the Apple of Eden was hidden under the Colosseum. They search for the Apple and finally find it, then Juno, another of 'Those Who Came Before,' controls Desmond with the Apple and makes him stab Lucy. He then falls into a coma while Lucy's condition is unknown.
For the first time in the series, the game features online multiplayer. Players play as Abstergo employees, who, through the use of the Animus, take on the genetic memories of Renaissance Templars in various game modes.[3]
The Da Vinci Disappearance DLC ends inside one of the 5 temples and gives GPS coordinates that coincide with a lake in New York. It is hinted that the Apple of Eden has already been hidden in a temple by Ezio and the DLC takes place 3 years before the end of Brotherhood. After the final memory, Desmond is still in a coma and hears unfamiliar voices of the new assassins he has yet to meet. They say they have found what they need and hint at dispatching an assassin team to the new found temple
Assassin's Creed: Revelations is the official fourth installment in the Assassin's Creed franchise, developed and published by Ubisoft. Throughout the course of the game, the three protagonists from the previous games are featured: Altaïr, Ezio and Desmond. The game was released for PlayStation 3 and Xbox 360 on November 15, 2011 and for Microsoft Windows on November 29, 2011. A trailer was released at E3 2011,[4] displaying Ezio in his older years, along with a video demo of the game play.[5]
Desmond has been left comatose at the end of Assassin's Creed: Brotherhood and has been placed into the Animus, in a new area called the Black Room (the opposite to the White Room seen previously). Desmond has to piece together Ezio's later memories in order to reform his mind and escape the Animus. This requires him to undergo platforming puzzles in the Animus while trapped in a failsafe mode of sorts called Animus Island, where he is able to converse with the digitally simulated personality of Subject 16, who informs him that only by finishing what he started and completing Ezio and Altaïr's stories can the Animus separate the three and rescue Desmond's fragile mind. Meanwhile, Ezio, now much older, continues his search to find out more about the origins of the Assassin Order and connections to Altaïr's past. Primarily, Ezio is after the 5 keys needed to unlock Altaïr's library under the ruins of the Assassin castle at Masyaf, which he believes contains the knowledge he is seeking. However, the Templars also wish to get into the library, seeking a weapon of great power said to be hidden there. These keys also allow Ezio to access Altaïr's memories much in the same way as the Animus allows Desmond to access Ezio's memories. This search leads Ezio to make his way to Ottoman-era Constantinople, where the Assassin Guild there, led by Master Assassin Yusuf Tazim, takes him in as a legendary Mentor. After mistakenly killing a man sent to stop the Templars, Ezio travels to Cappodocia to free his men and kill the man responsible for arming the Templars. Once the final key is retrieved, Ezio travels to Masyaf and discovers not a library, but a vault with Altaïr's remains and another key showing the location of the weapon, revealed to be an Apple of Eden, which Ezio leaves, stating that he has 'seen enough for one lifetime.' He then speaks with Desmond through the void, leaving his hidden blades and sword behind and retiring to Tuscany to raise a family. Ezio's story is concluded in the short film Assassin's Creed: Embers, where he journeys to Firenze with his wife Sofia and their daughter Flavia, despite suffering from heart problems. While resting on a bench and after having a short conversation with a young man with a scar on his face, similar to the sort of man he used to be, he exhales and dies in view of his family.
The game includes many new systems, including additional weapons. Bomb-crafting is now available, allowing the player to create explosive, distraction and tactical bombs, using materials found throughout the world and on Assassin's Guild missions. As the player progresses through, Ezio can train new recruits to defend 'dens' (Assassin HQs) and an upgraded Assassin's missions section called 'Mediterranean Defense' in which the player works to strip control of various cities from Templar hands. The hookblade is also introduced, which can be used in free-running (to travel along zip wires and climb more easily) and in combat (to manipulate enemies). Eagle Vision has been upgraded to Eagle Sense, which allows Ezio to not only see where his enemies and targets are but where they have been and where they are going to be. The multiplayer mode returns in Revelations, this time with more characters, modes, and maps. Multiplayer will now tell you the origin of Abstergo as you level up.
The Lost Archive DLC is played from the viewpoint of Subject 16, Clay Kaczmarek. You find out how he was brought into the Assassin Order, and how his relationship with his parents was strained. Also, the real story behind Lucy Stillman who turns out to be a triple agent: a templar posing as an assassin posing as a templar. Clay is then left to die in Abstergo as he slowly goes insane from overuse of the Animus, this leads to him slitting his wrists and painting the pictures, in his own blood, that Desmond is able to see at the end of Assassin's Creed and at the start of Assassin's Creed II.
An encyclopedia on the Assassin's Creed universe has been created to accompany the Animus edition of the game. This book contains a plethora of information on everything in the Assassin's Creed universe and contains much artwork, many designers even put in designs for assassins in other time periods and cultures ssassin's Creed III is an upcoming game being developed by Ubisoft set for release on October 30-31, 2012. It will feature a new setting (Colonial United States of America), as well as a new protagonist: a half Native American, half British man named Connor (his Native American name being Ratohnhaké:ton ) Kenway. The game will feature 30 years of Connor's life from 1753 to 1783 and feature the cities of Boston and New York, as well as a wilderness area known as the Frontier in which 1/3 of missions will take place. Ubisoft has stated that the game will be bigger than its previous installments; the Frontier alone will be 1.5 times bigger than Rome from Assassin's Creed: Brotherhood. As of 2012, Ubisoft had worked on the title for three years. It will also be 20% longer than Assassin's Creed II.
The game will feature some real historical figures (in much the same way Niccolo Machiavelli and Leonardo da Vinci appear in the Ezio games). George Washington and Benjamin Franklin will be featured in the new Assassin's Creed III. There will also be new weapons, such as the tomahawk/axe, dual pistols, throwing knife zip line, and the bow and arrow.
Assassin's Creed III will feature new weather simulations such as snow, fog, and rain. Depending on the seasons, weather will determine how the Templars and soldiers will move around.
Corey May, who has been the writer for Assassin's Creed, Assassin's Creed II and Assassin's Creed: Brotherhood, is the writer for this game. Alex Hutchinson is the lead designer for the game.[6]
Gameplay has been completely revamped. New combat animations and styles have replaced the old ones. Free running has been changed to allow Connor to climb trees, swing along branches, and go through buildings while being chased. Connor will now be able to hunt animals for skins in the wilderness while at the same time Connor himself might find that he is being hunted by other animals. The value of an animal's hide is determined by how, where, and with what weapon you kill the animal.
REQUIRES DOSBOX FOR MODERN SYSTEMS
A #cgajam MS-DOS game (theme: history repeats itself) where you traverse a floating castle in Viana do Castelo to kill the demon Capiroto (again).
How to play:
z - Jump
x - Shoot arrow
c - Attack
Up - Shoot arrow up/climb stairs
Arrows - Move
Esc - Quit
Enter - Pause
Credits:
Daniel Monteiro - Programming, audio and some art
Pedro Fernandes - Art
Update: experimental OPL2LPT support! To run with it, execute the main game with 'viana opl2lpt'
As seen on 8-Bit Guy(18:59)
The New Retro Show (12:50)
Toni Ortiz
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Status | Released |
Platforms | Windows, macOS, Linux |
Author | Daniel 'MontyOnTheRun' Monteiro |
Genre | Platformer, Action |
Tags | 486, adlib, cga, cgajam, Metroidvania, msdos, opl2lpt, platform, Puzzle-Platformer |
License | BSD 3-clause 'New' or 'Revised' License |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard |
Install instructions
Tested on a real 486-SL 25Mhz running MS-DOS 7 and a Pentium 600Mhz running FreeDOS. 8 MB of RAM should be enough.
Castle Of Viana - Capiroto's Revenge Mac Os Iso
Runs cool on DOSBox.
Download
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Wow. You're making your on DOS game. That's so cool!
Says the one making GBC games - THAT is the ultimate stuff! XD
You just got featured on The 8 Bit Guy latest video (Ad-Lib Sound Card for the Parallel Port). I couldn't be more shocked when i saw the 'Viana' hearth. I never ever expected to see something from my district on 8 Bit Guy! Great work man.
Can't jump, game softlocked. Running Windows 7.
I assume 'climb stais' (nice typo btw) means to jump.
What do I do?
It's because you 'stai' there =P Thanks for picking that typo.
Regarding the jumping, I assume that Windows might be messing with the shift detection? If you type stuff while holding shift after quitting the game, does it make the letters uppercase?
Thanks for reporting. I will release a newer version (fixing bugs, supporting VGA and adding experimental OPL2LPT support) in the next few days. This version is still the original one, written from scratch during a mad sprint, over 2 weeks.
Shift? I was pressing space. The shift detection is working, let me try using shift.
OH.
you will need DOSBox or a older, 32-bit Windows.
Tested it on Windows Me, but should run fine in Windows 7.
With DOSBox, you could run it anywhere you fancy! :)
There is also a Emscripten-DOSBox version, but emulation is far from accurate.
Awesome, glad to see another entry that's written for DOS :) Out of curiosity, is this running in proper Mode 4h? Or Mode 13h with the CGA colours?
Hello there!
Thanks! This game uses mode 4h and writes to the interleaved memory pages - considering it's a 32 bit protected mode program, it's far from well described on the literature; but I eventually managed it. Somehow, I feel like I should have done like you: a 16 bit application. Well - I'm happy with my results anyway.
Congrats on your game!
Thanks, it's just a shame I couldn't get the performance going well enough. But going to keep at it, and see if I can get it to run on a 286..
SERIOUSLY... This game JAM needs a technical winner and is THIS game. NOW, this is programming the real thing.
A game that you really could have played back in time, very well done. One of the games that was more 'true' to the idea of making a CGA retro style game. Good job !
Thanks! In 1988, we could have earned some serious cash =-P
On a more serious note, it's funny how we can't realize the progress we got with compilers. To have the performance I got while updating the whole screen would have required coding some sick assembler. Towards the end of the deadline, I was getting sloppy and throwing std::vectors all over the place. With some more time and research, this could be optimized to even run on a lower end 386 (being fair - my 486 is quite low end; possibly slower than a high-end 386).
The code is not C++14-ish as my other releases, but still quite far from juggling registers - I might need some ASM for a interrupt handler in order to improve the controls (admittedly, the weakest link in this game).
Says the one making GBC games - THAT is the ultimate stuff! XD
You just got featured on The 8 Bit Guy latest video (Ad-Lib Sound Card for the Parallel Port). I couldn't be more shocked when i saw the 'Viana' hearth. I never ever expected to see something from my district on 8 Bit Guy! Great work man.
Can't jump, game softlocked. Running Windows 7.
I assume 'climb stais' (nice typo btw) means to jump.
What do I do?
It's because you 'stai' there =P Thanks for picking that typo.
Regarding the jumping, I assume that Windows might be messing with the shift detection? If you type stuff while holding shift after quitting the game, does it make the letters uppercase?
Thanks for reporting. I will release a newer version (fixing bugs, supporting VGA and adding experimental OPL2LPT support) in the next few days. This version is still the original one, written from scratch during a mad sprint, over 2 weeks.
Shift? I was pressing space. The shift detection is working, let me try using shift.
OH.
you will need DOSBox or a older, 32-bit Windows.
Tested it on Windows Me, but should run fine in Windows 7.
With DOSBox, you could run it anywhere you fancy! :)
There is also a Emscripten-DOSBox version, but emulation is far from accurate.
Awesome, glad to see another entry that's written for DOS :) Out of curiosity, is this running in proper Mode 4h? Or Mode 13h with the CGA colours?
Hello there!
Thanks! This game uses mode 4h and writes to the interleaved memory pages - considering it's a 32 bit protected mode program, it's far from well described on the literature; but I eventually managed it. Somehow, I feel like I should have done like you: a 16 bit application. Well - I'm happy with my results anyway.
Congrats on your game!
Thanks, it's just a shame I couldn't get the performance going well enough. But going to keep at it, and see if I can get it to run on a 286..
SERIOUSLY... This game JAM needs a technical winner and is THIS game. NOW, this is programming the real thing.
A game that you really could have played back in time, very well done. One of the games that was more 'true' to the idea of making a CGA retro style game. Good job !
Thanks! In 1988, we could have earned some serious cash =-P
On a more serious note, it's funny how we can't realize the progress we got with compilers. To have the performance I got while updating the whole screen would have required coding some sick assembler. Towards the end of the deadline, I was getting sloppy and throwing std::vectors all over the place. With some more time and research, this could be optimized to even run on a lower end 386 (being fair - my 486 is quite low end; possibly slower than a high-end 386).
The code is not C++14-ish as my other releases, but still quite far from juggling registers - I might need some ASM for a interrupt handler in order to improve the controls (admittedly, the weakest link in this game).
You and your friend who did the art did an amazing job making this game, one of the best works I have seen lately. Although I dont do this for more than 8 years, I have coded in C++ and even Cobol =p, and thank god technology is way better nowadays. Congrats man !
Having played it (great job!), this actually could be optimized all the way down to an 8088, as the playfield doesn't scroll. A challenge for the next CGA JAM, perhaps. :)
Thanks Jim!
This certainly could be worked to run on a 8088, but I only have a 486 at my disposal. Also, I'm still not sure if modern versions of DJGPP are still capable of generating real mode code (used GCC 7, cross compiling from Ubuntu).
Anyway, I'm certainly not done with DOS Game Development :)
Castle Of Viana - Capiroto's Revenge Mac Os Iso
You have a few options in 2017 for making 16-bit DOS games coming from a 32/64-bit GCC background: An old 16-bit compiler like Borland C or Turbo C; OpenWatcom which can compile to a 16-bit output; or probably the best option, a newly-released toolchain based on GCC 6.2 available here: https://blogs.mentor.com/embed... (if the link didn't make it through, google for 'Sourcery CodeBench Lite for IA16').
My DOS retrocoding is in a mix of Turbo Pascal and assembler, as the TP IDE allows coding/debugging on the old hardware itself. But I'm old, and quite insane.
Took me a while, but I finally got GCC-IA16 to work well and even display some basic CGA graphics.
Castle Of Viana - Capiroto's Revenge Mac Os Release
The lack of far pointers leads me believe I will have to rely on ASM for that, right?
Considering I already have to do it for keyboard anyway..