VOGONS


Reply 140 of 149, by ViTi95

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@GigAHerZ i've implemented a double height resolution version in the 80x25 mode, it looks way better! Here's a video showing the new mode on a CGA card.

Also I've fixed the flickering problem using multiple video pages (triple buffering without backbuffer, all pages are stored in the video card).

https://www.youtube.com/watch?v=RFdqiMSYZ08

@LightStruk yes it's really hard to play with such a low resolution, I think it's more playable having more resolution than colors. Anyway more modes will come in the future 😁

@Cyberdyne PWM sound with the PC-Speaker it's one of the first things I want to do, but I'm no expert in sound programming. Any help is welcome!

Reply 141 of 149, by RaVeN-05

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CGA can work in composite mode =) so you can also reach more colors than 4 in this mode =)
also i heard from https://www.youtube.com/watch?v=niKblgZupOc

Fallen Star Features:

I was a games programmer at Epyx in 1987. We developed a vertical sync hack that enabled us to switch between CGA 4-color palettes on-the-fly, at the same scan line in each frame. That allowed us to use both CGA palettes in the same scene. Check out Epyx' California Games, where CGA synchronous palette switching gave the Hackey Sack game a blue sky at the top of the frame, combined with green grass at the bottom.

Also heavy drty hacks used to reach many more colors on CGA card
https://www.youtube.com/watch?v=yHXx3orN35Y
oh wow

found also this one
https://int10h.org/blog/2015/04/cga-in-1024-c … de-illustrated/
https://bumbershootsoft.wordpress.com/2015/09 … n-the-pcs-book/

amazing , isn't?

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 142 of 149, by HandOfFate

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Very cool, and it looks much better than aaquake(2). Looking forward to see it in action on a CRT 😀

Am486 DX4 120MHz, no L2, 16MB, Tseng ET4000/W32 1MB VLB, ESS ES1869 + Yucatan FX /// 5x86 133MHz, 256kb L2, 64MB, S3 Virge/DX 4MB PCI, SB16 /// Pentium III 1GHz, 512MB, Asus V7700 64MB AGP, SB Live!

Reply 143 of 149, by Calvero

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Doom CGA? Let's see what CGAArt makes of it:

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Reply 144 of 149, by Calvero

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And Doom II:

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Reply 146 of 149, by Cyberdyne

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If thing go any further, we will be playing DooM on a IBM PC/XT soon 😁

I am aroused about any X86 motherboard that has full functional ISA slot. I think i have problem. Not really into that original (Turbo) XT,286,386 and CGA/EGA stuff. So just a DOS nut.

Reply 148 of 149, by ryanfox81

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I wonder if it would be possible to use FPUs, though from what I've read that's a real painful process.

I have an AMD 386 DX 40 with 16MB RAM, Cirrus Logic ISA video, and Cyrix FPU. Runs much faster than vinilla Doom, even in low detail mode. 132x200 mode with a 64color palette... Wonder is that would be possible?

Reply 149 of 149, by LightStruk

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ryanfox81 wrote on Today, 08:01:

I wonder if it would be possible to use FPUs, though from what I've read that's a real painful process.

IIRC, Doom uses no floating point code. The performance with or without a math coprocessor should be identical. MMX instructions would help, but Pentium MMX chips and later need no help running Doom. 😄

If one were to convert some of Doom's math to use floating point instead of integers, the performance would probably still suffer. The 80387 implementation of FMUL, for example, takes between 29 and 57 cycles to complete. That's still way faster than the 80386 can do floating point multiplication without the coprocessor, but is almost twice as long as the 80386 takes to do integer multiplication. Using floating point math would need to save a lot of instructions to make it useful for Doom.