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Re: I've an idea: Let's get some game development going

in Milliways
But it is harder to implement, right? I just have no experience with it, having always used Mode 13 for everything I've ever done in DOS :lol: Drawing a pixel in Mode 0x13: char *vgaptr = MK_FP(0xA000, 0); vgaptr[x + y*320] = pixel; Drawing a pixel in Mode X: char *vgaptr = MK_FP(0xA000, 0); outpw( …

Re: I've an idea: Let's get some game development going

in Milliways
I'm thinking IMF files. But how much CPU time would we gain if we moved to, for instance, 280 Hz (half the 560 Hz rate used for Keen, which is too slow on 8088 anyway)? Well, you can use 280 Hz (that rate was used in Duke Nukem II for IMF music) or even 140 Hz, 70 Hz or just 18 Hz. All you need to …

Re: I've an idea: Let's get some game development going

in Milliways
and enough to play sign bit of PCM samples to get some kind of resemblance of speech from speaker. I hope they never tried to do that, that's got to be the most horrible idea ever. Thank god for RealSound :) They actually did in Wolf3D and SoD. There's just no menu option to enable that. https:// …

Re: I've an idea: Let's get some game development going

in Milliways
But even using 320x200 at 16 colors, VGA does let you customize the palette, while EGA doesn't. Yes, I know. I've played Duke Nukem II , as you can see from my avatar and username. That game, along with The Blues Brothers and Prehistorik , was memorable for using EGA video mode 0x0D with a custom …

Re: I've an idea: Let's get some game development going

in Milliways
286, 386, 486? EGA or VGA? Real mode or protected mode? PCM or FM effects? MOD or OPL3 music? That really depends on what you are trying to achieve. I have absolutely no idea how to write low level code (sound / video / input) for protected mode, so I would just stick to real mode (if I was to make …

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