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Re: MS DOS graphical applications programming

in Milliways
That answer's simple - NES had hardware for sprites and backgrounds. A DOS PC had to painstakingly blit everything in software. This of course was before 3D cards and DirectX... Carmack fought tooth and nail to get smooth scrolling going in Dave and Keen back in '91.

Re: 3dfx filter shader!

in Milliways
I don't have any VGA captures to work with and i'm going by staring at a CRT running a Voodoo2. Sadly I don't think I can do a shader to replicate the alpha blending artifacts given the limitations of eFX to be pure postprocessing (rather than allowing to alter blending functions) I'm not claiming …

Re: Tomb Raider. Which version is he playing?

in DOS
It's not strange when you consider red pollution ruins turqoise and cyan on a CRT computer screen (leading to the coloring of blue which would look visually better instead), and the PSX version has the TV gamma ramps and has less problems with turqoise...

Re: Tomb Raider. Which version is he playing?

in DOS
3dfx version through a special DOSBox build with Glide support, passing through a Glide wrapper (allowing higher res and the hsot card features such as AA). Most likely the Steam release. BTW the PowerVR version officially had 1024x768x16 support

Re: .mod files that push the limits

in Milliways
Thanks guys. My point of this thread was to find mods that are advanced enough to break in most DOS players and to learn tricks from checking out their patterns :) Because i'm kinda stuck on this song that sounds very very off (only happy with the second half), which is 8 channels, uses 8 unique …

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