VOGONS

Common searches


Search results

Display options

Re: Big Box PC Games – Show and Tell

in Milliways
We had source code and art from both PS2 and XBox version. The XBox version was the main version we worked with. Rumour has it Konami has lost the original source code now, I may have it on backup in storage. I've been asked about it but the storage is in another country so not had a chance to look …

Re: Big Box PC Games – Show and Tell

in Milliways
Small box but with a special significance (to me). Got this today in a bundle of other small box games. TBH This was the main one I waited. Silent Hill 2 Directors Cut PC is a hard to get game in general, and generally considered the best way to play it on modern hardware (using the Enhanced Edition …

Re: Review: Sound Blaster PCI 128 (CT4810)

Does it use a TSR for its real DOS emulation mode? I think the answer is yes but best to ask. I remember Creative gave me one of these at one of the Conferences back in 96/97 (just after they brought Ensoniq iirc), can't remember be very impressed back then.

Re: 8088 assembly help

in Milliways
The instruction prefetch becomes less important as you go up the CPU lines. IIRC rep movsb/w is basically the fastest across them all (and even higher CPUs). 16 bit moves will become even more desirable. Can't think of any of the extra instructions that would help in this case...

Re: 8088 assembly help

in Milliways
Disruptor wrote on 2024-01-24, 11:58: With word copying you would overwrite memory, which seems not to be intended by PlaneVuki. Yes of course but he also mentioned changing the destination (di to a single inc), in which case possibly could also set it up to word writes? if not bytes will work of …

Re: 8088 assembly help

in Milliways
Even on 8088 its best to use word versus byte if you can, as it saves instruction decode time by just doing half as many (obviously the 8088 can only load/store 8 bits at a time but every saving is worth it).

Re: 8088 assembly help

in Milliways
As Disruptor said uses the string instruction with rep prefix where posible, movsw is effectively Loop: mov ax, ds[si], mov es[di],ax add si, 2 add di, 2 dec cx jnz loop The main blocker is if you need add to the index register that are not 1 or 2 (b or w postfix). In that case its better if …

Re: 3D Game Engine Development

in DOS
Perhaps a better explanation is its a change from a global triangle sort (painters) to lots of local segment sorts. You can also avoid the painters sort (or technically making it a cheap radix/insert sort) by using a order buffer like the PS1 HW did. There is no one perfect algorithm as it largely …

Re: 3D Game Engine Development

in DOS
The cost of maintaining the scan buffer is pretty expensive and scales badly with polygon count. If your triangle rasterization inner loop is fast, a bit of overdraw isn't that expensive. A real game of the era spends a lot of pre-processing time and game specific stuff keeping the overdraw low. …

Re: Doubts about ATI rage, SiS and others with 8MB

The 0nly 'compression' the original Voodoo has was CLUT AKA Palette. YUV isn't really compression (and RGB332) as its simply quantization in the particular colour space (which can be similarly used on top of other compression system). A CLUT works by finding the N colours used in an image and …

Re: 3D Game Engine Development

in DOS
BTW I'm assuming by a "3d engine for DOS", you are targeting a system for the golden age of SW rasterized PC games. If not ignore this advance, as what was good around the era a Pentium is radically different from a modern CPU. In Z-Buffer, the branch is expensive but the real cost on real systems …

Page 1 of 5