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Re: Patch for OpenGL fullscreen bug

BTW1.: the scanline effect looks a bit too strong with this shader for my taste. At least I can't remember any real sreen that showed completely black space between scanlines. If visible at all, this should be a more subtle effect. But that will most likely strongly depend on the age and/or type of …

Re: Direct3D patch (Host)

gulikoza - amazing job! CRT.D3D.fx looks great :happyhappy: Just tested this shader on two different setups (rendering at 1280x1024 on both): NVIDIA GeForce GT 240 (on a Core2Quad 2.84GHz w/XP Pro SP3) - Fast and smooth... works just fine NVIDIA GeForce 7300 SE (on a Core2Duo 2.66GHz w/XP Pro SP3) - …

Re: Ancient DOS Games Webshow

How the hell do i know this game? I know i saw review of it recently Did you reviewed/shown it recently Clint? man, this is spooky - I had the exact same reaction when I watched the episode just now, hahah. Never played it back in the day, but i'm sure I saw a recent video review somewhere. Kind of …

Re: Patch for OpenGL fullscreen bug

snakesqzns wrote: Shown here using the bsnes OpenGL.CRT shader: (image) dear snakesqzns; I don't know where/how you came up with this, but IT LOOKS ABSOLUTELY FANTASTIC. THIS NEEDS TO HAPPEN. please, if any coders here can help this man, do it, for the love of the retro gods. THINK OF THE CHILDREN! …

Re: Ancient DOS Games Webshow

@Gemini - sure, a game's mileage may vary with the cycles setting, but since DOSBox has to have some consistency in emulating hardware - and games had to have some consistency in using it - it isn't completely up in the air... ~280 or so does work best for the vast majority of 8088 games, and …

Re: Ancient DOS Games Webshow

I don't see how any game can require anything slower than a 4.77mhz 8088 since that is the baseline CPU for very old DOS games. exactly, hence my surprise that any game would need such a low cycle count. ~280 cycles makes most games run as they would on a PC/XT with that cpu. Of course, the game …

Re: EGA Doom

in Milliways
Jorpho wrote: VileRancour wrote: too bad I never got too much work done on my ANSI DOOM idea... You mean like text-mode Quake? Nah none of that aalib stuff (or even "real" ANSI)... just a graphics replacement WAD, with all the sprites / textures / etc done in TheDraw using the 8x16 VGA text-mode …

Re: EGA Doom

in Milliways
F2bnp wrote: You know, what always bugged me is why Wolfenstein 3D wasn't released with an EGA option. EGA was the plan, but it was actually Apogee who convinced them to switch to VGA... hard as it is to believe 😁

Re: EGA Doom

in Milliways
So this is just a WAD with new graphics? Doesn't actually reduce the memory or processor requirements? I was tempted to try thison my 286 but it looks like it still won't work yep, just a WAD with modified palettes. I think I actually tried to do something like that back in the '90s but dropped it …

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