Why are the CGA-Emulators for Hercules so different? Is it because of the programming of the "emulated" game?
Did someone get really into this. Someone who knows how they are done?
My experiences are. Some so called "native Hercules" Titles listed at mobygames do not support native hercules
but they use a "cga-emulation" to display the game. (e.g. TestDrive 1+2). Lot's of Borderbound Titels use
native Hires of Hercules like PrinceOfPersia.
The main problems of emulating CGA is, that using no scanlines causes a real good image but
ghosting at every moving objekt. For me, ghosting is a nogo., therefore I use scanline-emulation.
I have a starfiled.asm that works with CGA. Using a cga-emulation with scanlines causes the upper
screenside to display a pattern that should not be there. Using hgcibm whitch normally makes
a good image without scanlines but ghosting on all moving object does the job right.
My goals in this XT-Hercules Project is:
- Finding good Textmode-Stuff for XT/Hercules (I found a dancer/rapper) 😀
- Finding good Demoscene-Stuff for XT/Hercules (mainly one one real HGC-Demo available, native CGA-Demos do not work in emulation)
- Finding ways to make CGA-Only Titles work on native Hercules with CGA-Emulation. (Some titels refuse to work, I don't know why. Wintergames,Summergames,Worldgames, Brucelee, Worldkarate..)
- Finding the best CGA-Emulator for the Game. As I told you sometimes changing the cga-emulator makes the emulation better.
Retro-Gamer 😀PowerMac 6100-66/Houdini 486/66 - G4 Cube 450/Rage128pro OS9.0.1 - Macintosh LC/Apple IIe Card OS6.0.8 - Acorn A4000 Archimedes - Unisys CWD 486/66 + Aztech Washington