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Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

observed that the CGA mode was faster than both VGA mode 13h and mode Y. This result blows my mind, even having to do the conversion from the 256 color backbuffer to the CGA format (packed colors and even/odd scanlines), is just faster due to transferring less data over the bus. On fast machines …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

By shrinking rendered window you move around what part of codebase is actually stressed and % you post are non comparable to anything else, unless also measured at same settings and window size. Every % test was done in same settings. I've chosen smaller window, because timedemo draws every frame …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

wait, 20 fps on SX 25MHz? is that in post stamp sized window? I don't remember exact settings, but I've chosen rather small window, so the tests didn't take too long. FPS was irrelevant anyway since I was curious about difference in performance for various modes. Also Fast DOOM makes the biggest …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

I've tested various modes on my 386SX 25 MHz PC with Cirrus Logic 5402 SVGA ISA graphics. With FDOOM. EXE (mode Y) as 100%, I've got such results: FDOOM13H.EXE - 105.19% FDOOMVBR.EXE - 104.96% FDOOMVBD.EXE - 107.88% - although image was flickering. FDOOMVBP.EXE - it crashed. 13H was the fastest one …

Re: Ancient DOS Games Webshow

This port is far from perfection in any way. They probably just managed to directly transfer game logic code from SNES. It wasn't for quality, but for time. SNES had such slow CPU, that even very poorly translated assembler code wouldn't be a performance issue for game logic. Since the game came on …

Re: Ancient DOS Games Webshow

Ok, Jill of the Jungle isn't very good game, but still it's very enjoyable. I've only played shareware episode though, but it was simply good experience. Jill really stand out when compared to other DOS shareware games. Just having 256 color graphics and digitized sound effects was huge improvement. …

Re: Ancient DOS Games Webshow

That's a game changer, part of the challenge of bomber use is knowing where he'll walk to by the end of the countdown. Some levels even depends on it, and removing the countdown makes those levels easy-mode. It's not just a simple change. As far as I remember at least one mayhem level was changed …

Re: Ancient DOS Games Webshow

All Lemmings ports are at least decent. Amiga version is probably the best one, but DOS is very close. I even prefer OPL2 FM music than Amiga modules in this, so I would pick DOS game. DOS port is lacking 2 player mode and it's also has an issue with music. Each level should have it's own music, but …

Re: Ancient DOS Games Webshow

The music for this game was made in impulse tracker or some other MOD tracker. Later it was imported to fami tracker for NES prototype. Anyway this should be easy enough to import MODs to Adlib Tracker and change instruments. OK, so firstly, if memory serves, HD access in the days of DOS was roughly …

Re: Ancient DOS Games Webshow

I played Descent 1 briefly back then on 486DX2 66 MHz and it was running very good. On the other hand PSX had only 4 MB of RAM in total and very slow CD drive compared to PC HDD from early 90s. We are comparing game with full 3D environment with polygonal robots with 2D game made in 16-colors …

Re: Ancient DOS Games Webshow

RCR dos port is really awesome thing, but it's hardly pushing any limits. If it would be a 286 1 MB game it would be OK, but requiring 486 with 4 MB for smooth gameplay is simply to much for this kind of gameplay and graphics. Why this game even requires a FPU? The only reason I can think is that …

Re: Ancient DOS Games Webshow

Todd Replogle was offered to use the smooth scrolling Commander Keen engine for Cosmo's Cosmic Adventure, but instead he created his own engine because id Software's engine couldn't do parallex scrolling. Parallax scrolling on DOS hardware was very hard since GPUs back then lacked any form of …

Re: Ancient DOS Games Webshow

There's one thing I did wrong in setting PhysX. This engine and actually all engines I used set a very high default inertia and simulation looks like it would be on a moon even if gravity is set at Earth's 9,8m/s. When set board angle to 30' ball barely moved, then I set a much higher gravity for a …

Re: Ancient DOS Games Webshow

Because physics engines are typically programmed to analyse frame positions, whereas in real life, every picosecond of movement is a physics frame. Increasing the physics rate helps, but you're still left with the potential for very strange things to happen, such as the ball being 25% phased into a …

Re: Ancient DOS Games Webshow

such as moving up the playfield for a second, then suddenly stopping and veering 90-degrees to the right. Most modern pinball programs DO emulate ball spin to some degree, but they don't emulate the slide effect and it's extremely difficult to emulate in the first place because of why it even …

Re: Ancient DOS Games Webshow

I've never been a fan of a real pinball games and had only twice played the real thing, but I spend many hours playing Silverball for DOS. Your pinball videos were very interesting and thanks to them I recently made a pinball game myself. Actually it's a pinball game that was meant to look like a …

Re: Ancient DOS Games Webshow

Rendering 1,000 sprites with the same texture will often be faster than rendering 50 sprites each with completely different textures. It's not related to 2D graphics but textures in general. Open GL works as state machine, and after setting texture you can draw it's fragments with one function call …

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