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Re: Death Gate

Proper CD version definitely works but that game is hard to come by these days. There was something about that game and multiple CD drives, you may want to play with that. IIRC, the game has text configuration file, check if its contents make sense. If everything else fails, just play it without …

Re: Overscan border patch

I did not measure exact color values, relied on interp_w2 implementation itself. The first (broken) screenshot is really odd. It seems that blending almost worked but there was color overflow from one component to another, almost like blending was used on some packed color format without unpacking …

Re: Crystal Caves Hud Shaking

It is blended so it does not obscure any pixels completely. The technique should work in all games, the implementation is not specific to Crystal Caves, although I haven't tried to modify scalers other than normal2x yet. It has to be configurable -- in some games three pixels is the best settings, …

Re: Crystal Caves Hud Shaking

Well, single pixel does not work well -- not very readable. Interlined pixels was just too odd. OTOH, blending was not nearly as bad as I expected. See the example. Three pixels are used for border. Blend ratio of border to game color is 2:1 to make border more pronounced. Right now I have only …

Re: Crystal Caves Hud Shaking

That's actually HunterZ's idea, I just proposed not to show the default color. I've tried this idea last night (not as working solution, just hacked scalers to see how it looks). It does work but there is one problem. On hires monitor it is very difficult to tell the color of single-pixel border. …

Re: Crystal Caves Hud Shaking

In most cases lowres modes are scaled up on user's screen so one pixel border will work without obscuring any game pixels completely. Besides, it really needs to be drawn only when the default (0) color is changed which does not happen in many games. I don't see a satisfactory solution for hires …

Re: Crystal Caves Hud Shaking

Shaking hud is not due to an "obscure feature." There is missing logic in VGA_DrawPart in vga_draw.cpp. This code: if (vga.draw.split_line==vga.draw.lines_done) { vga.draw.address=0;vga.draw.panning=0; vga.draw.address_line=0; } is incomplete, it should be: if (vga.draw.split_line==vga.draw.lines_ …

Re: Alone in the Dark setups

Interesting, the buttons text moved half-way up the screen. This is symptomatic with that Lode Runner bug that I've fixed last night. The patch is in Sourceforge but did not make through to ykhwong's build yet. If you can compile DosBox I would suggest trying with that patch.

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