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Reply 40 of 65, by Zup

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Nobody talks about Syndicate? It was only VGA, but used a high resolution mode that wasn't common.

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Reply 41 of 65, by leileilol

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leileilol wrote:
dirkmirk wrote:

Populous 2 had svga in 1992

Pretty certain that's just VGA with the color registers pushed to a new set of 16 colors. Syndicate did the same, as well as many other games like Battle Bugs, Lemmings (menus) and The Incredible Machine

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Reply 42 of 65, by SquallStrife

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Malik wrote:

Errmmm...how about Comanche Maximum Overkill (1992)? It supports SVGA 640x480 high res.

And Lucasarts' Monkey Island 2 (1991) and Fate of Atlantis (1992) supports high res EGA at an odd 640x200 resolution. They look stretched rather than looking like a pure high res games in EGA.

Thexder for DOS used that 640x200 res too.

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Reply 44 of 65, by VileR

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I do wonder what's the first game that supported hi-res EGA at 640x350. My money says it's probably Cyrus... unless Windows Reversi predates it.

leileilol wrote:

Also Star Trek 25th supported 640x200 EGA

it's also one of the few games that did 640x200 on a Tandy (SL/TL models only).

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Reply 46 of 65, by obobskivich

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The two that come to mind for me are Total Annihilation, which I think will support any resolution you want. Personally I've run it at 2560x1600 (I don't have a display that can go higher) and that didn't require any tweaking - anything that appears on the monitor's modelist seems to be fair game and it will adjust the viewport to match AR and maintain square pixels, so I'm assuming you could either dump whatever random resolutions in there that you wanted (like 1500x1500 or something obtuse like that - I've never tried anything that extreme, but it never had a problem running on multi-monitors in "span" mode under XP) or run huge resolutions (like 3840x2400). Note that the objects and UI seem to use pre-defined dimensions so on a very huge display you will have both tons of blank-space on the UI bars (it just doesn't have enough to fill them out) and individual units/structures will not take up very much screen-space. Personally on the 2560x1600 monitor I tended to run it at something more like 1920x1200 or 1680x1050 to reel that in while still giving me a large viewport, but it is kind of cool to be able to "know and see all" at high resolution (I'm assuming with a high enough resolution display you could completely eliminate scrolling over the maps and just view all of it at once; not that such a thing would be necessarily desirable but I think it could be done).

The other that comes to mind is Myst - I'm thinking "resolution" in terms of how sharp/slick it looked for its time. I know, most all of it is pre-rendered, but by 1993 standards it looked absolutely gorgeous. 😎

Reply 49 of 65, by Anonymous Coward

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I had a friend back in the early 90s with an EGA setup. He played almost the entire sierra VGA library using the 640x200 dithered EGA mode. Some of it actually looked pretty decent considering there were only 16 colours with no palette.

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Reply 50 of 65, by Tertz

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leileilol wrote:

640x350 wasn't unusual at that point in time, there's plenty of 1989 games that used 640x350

I'd like to see the list of these plenty commercial games (not among free/shareware 'pay who wants' stuff; not educational "games") in 640x350x16 mode. At least 5%: 50 from >1000 commercial games of 1981-1990. To be sure it was usual. As the only usual graphics mode I know for pre-1994 DOS games is 320x200 (not taking in account Hercules b/w).

EGARoids which I mentioned previously was smooth 640x350 in 1986

Hence, you agree it was not 'normal for era'.

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Reply 51 of 65, by vetz

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leileilol wrote:

Magic Carpet in addition to 640x480, also supported 640x480 in 16-bit color for the anaglyph 3d mode

And no computer at the time could run it. You need like a Pentium 200 for smooth framerate in 640x480.

Flight Unlimited from 1995 supported 1024x768. Again a resolution impossible to run on any computer back then.

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Reply 52 of 65, by Lo Wang

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Even though outside the traditional understanding of resolution, vanilla doom.exe supported 3 simultaneous display outputs at 320x200 each back in 1993.

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Reply 53 of 65, by smeezekitty

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Anonymous Coward wrote:

I had a friend back in the early 90s with an EGA setup. He played almost the entire sierra VGA library using the 640x200 dithered EGA mode. Some of it actually looked pretty decent considering there were only 16 colours with no palette.

EGA actually does have a changeable palette. You can swap the 16 colors out of 64.
It's a shame that 640x480x16 and 640x350x16 didn't get more use. I think 320x200 looks pretty lousy.
Then again, the 16 color modes were somewhat slow because of the planer system.

Reply 54 of 65, by VileR

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smeezekitty wrote:

EGA actually does have a changeable palette. You can swap the 16 colors out of 64.

Not in 200-line modes, which is what A.C. referred to (unless you were using some non-standard clone EGA with a multisync monitor, but very, very few games supported that).

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Reply 56 of 65, by Anonymous Coward

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Is there anyone in here with a multisync EGA setup that has run Legend Entertainment games? I seem to recall at least some of those supported "Super" EGA graphics if you had the appropriate monitor and card. Most likely VGA mode 12 graphics.

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Reply 58 of 65, by leileilol

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all Build engine games past 1995 can use whatever VESA mode your card reports, even the unusual ones (even 640x350 in 8-bit color).

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Reply 59 of 65, by Marco

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Some more to come:
Sierra‘s Police Quest 4 and Gabriel Knight supported SVGA 640x480 (GK with only parts of the game). 1994
Fully SVGA within LSL6

Furthermore Simcity2000 (ran quite well on 386sx) and one of the best at that time: little big adventure.

Last edited by Marco on 2020-07-12, 07:07. Edited 1 time in total.

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