VOGONS

Common searches


Search results

Display options

Re: Doom95 under Windows 10

in Windows
I bet it has something to do with the fact that Doom95 runs in a 256-colour palette mode. Looks like it's 1/4th width, so it probably puts the 8-bit pixeldata in a 32-bit framebuffer. Either because 256-colour mode is not supported at all by the driver, or because there's a bug. I'll have to test it …

Re: Windows and portability

in Milliways
Taking this: (Color1 - Color2) * Coefficient + Color3 The issues we have with this are as follows: 1. In the PS2, the coefficient factor could range from [0;2] (fortunately this almost never happens) 2. If Color3 and Color1 are the same source, the equation will be: Color1 * (1+Coefficient) - Color2 …

Re: CPU cycles, how it works?

The problem is the inaccuracy in DOSBox, as explained above. As explained above, we need something to decide about emulation speed in DOSBox and set it. Topbench shows wrong emulation speed and hence is less accurate for this, as explained above. As explained above, there's no way to do that, …

Re: CPU cycles, how it works?

Tertz wrote: leileilol wrote: TOPBENCH TOPBENCH is less correct for this. For example, with 3000 cycles it shows speed of 386 33 MHz. TOPBENCH is probably right. The problem is the inaccuracy in DOSBox, as explained above.

Re: Windows and portability

in Milliways
I meant native as in you can get your project to build on a given platform with a couple of clicks. After all it's what modern game engines are about, isn't it? The problem is not building it, but getting code that actually works properly and performs well on a wide range of systems. Given we were …

Re: Windows and portability

in Milliways
In other words, D3D could do it, but only with a correct implementation? Of course it can do it, why wouldn't it (this is basic shading/blending stuff, OGL and D3D run on the same hardware, there aren't any huge differences)? It only saturates if you use integers. If you use floating point …

Page 200 of 226