VIDEO - CGA w/ Monochrome Monitor Support

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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby VileRancour » 2011-9-07 @ 19:04

ykhwong wrote:I am using d3dx9_42.dll released in 2009 instead. What's the matter with the shaders? I modified several shader files about two months ago so that they should work properly with it.


using the DLL from your build produces errors:

Code: Select all
D3D:Using triple buffering
D3D:Error in pixel shader shaders\CRT.D3D.fx:
Unable to create effect compiler from shaders\CRT.D3D.fx
D3D:Pixel shader output disabled


Not sure how to get more details.
Using d3dx9_30.dll (renamed), it works fine - no other changes; .conf file and shaders\ dir contents are the same.

I also tried several other shaders with a modified date of July 5 (Lanczos.fx, bilinear.fx, Sketch.fx), and they result in the same error using the _42 dll, but work fine with _30.
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby ykhwong » 2011-9-08 @ 04:59

VileRancour wrote:
Code: Select all
D3D:Using triple buffering
D3D:Error in pixel shader shaders\CRT.D3D.fx:
Unable to create effect compiler from shaders\CRT.D3D.fx
D3D:Pixel shader output disabled


Not sure how to get more details.
Using d3dx9_30.dll (renamed), it works fine - no other changes; .conf file and shaders\ dir contents are the same.

I also tried several other shaders with a modified date of July 5 (Lanczos.fx, bilinear.fx, Sketch.fx), and they result in the same error using the _42 dll, but work fine with _30.

That is weird. What is your video card? Did you update your video driver to the latest version?
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby VileRancour » 2011-9-08 @ 09:03

Nvidia geforce GT 240, with the latest drivers. (280.26)

Also tested on an older card, GeForce 7300 SE, with the latest driver version too, and got the same behavior with the DLLs... but that card can't handle the CRT shader anyway :P
both are running on XP Pro SP3 machines, btw.
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby nikiniki » 2011-9-12 @ 01:04

Great screenshots. It's like playing CGA games on Game Boy.
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby nikiniki » 2011-9-12 @ 21:19

Seriously. I remembered in 80s, I watched a game on the PCjr equiped with a monochrome monitor in the store.

I wonder what it would affect in Tandy/PCjr mode with a mono monitor.
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby nikiniki » 2011-9-12 @ 22:15

It works
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby coper1 » 2015-12-29 @ 02:11

it´s great! i´m using your cga_mono option and im playing just like my teenage times. thanks VileRancour
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby basic » 2017-5-27 @ 05:30

I fixed this patch, it will patch correctly with DOSBox SVN r4019.
And added paper-white color in CGA/Hercules mode, press F11 to cycle through green, amber, RGB-white, and paper-white.

cga_mono_r4019.diff

Thanks, VileRancour.

Paper-white palette looks like actual white monochrome monitor.
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby VileRancour » 2017-6-19 @ 22:15

Interesting, how did you derive the paper-white gradient?
The color values look like the 16 steps are tinted (in various directions) away from grey... and according to the 'Paper-White Phosphors' sidebar here, that may actually have some basis in how these monitors are designed. Didn't know that. :)
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Re: Patch & Test Build - CGA w/ Monochrome Monitor Support

Postby Qbix » 2017-6-21 @ 07:57

just a quick note about the patch.
It's "wrong" to add to 2 different "SHELL_STARTUP_CGA" messages.
Just give them a different a different name and do the selection at the point where they are being printed. (so where the MSG_Get is used)
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