VOGONS


VIDEO - Overscan border (SDL1)

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Reply 40 of 101, by HunterZ

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I could be wrong, but that reminds me that there might be some item or something in Wolfenstein 3D that causes a border to appear.

There's also a cheat code for it, but I don't know if it's for the overscan border:
http://www.mac-archive.com/wolfenstein/pc-codes.html

Reply 41 of 101, by Kippesoep

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It's the overscan border. Not a very useful thing, IMHO. I seem to recall they used it to flicker the border when you picked up a bonus, but I'm not sure.

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Reply 42 of 101, by HunterZ

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Agreed, but I thought it was worth mentioning as a counterexample to DosFreak's assumption that no VGA games use overscan borders.

Reply 44 of 101, by HunterZ

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At least some of the Keen games are EGA, and I don't think any of them are more than 16 colors.

Reply 45 of 101, by vasyl

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Finally got some time to work on this one. Not enough to make the entire thing working but I've tried Qbix's suggestion. Anybody cares to test and comment this one? The border will only work in surface/fullfixed modes were you actually have an overscan area. This is not a replacement for my previous patch, I am still working on the full patch.

Reply 46 of 101, by ykhwong

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It worked only with fullscreen 640x480 / surface. But so strange.
Look at the screenshot below.

Reply 47 of 101, by Qbix

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probably a 320x200 game then.

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Reply 48 of 101, by vasyl

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Yup, Crystal Caves is 320x200. But it worked with other resolutions as well. Did you set fullfixed=true?

Reply 49 of 101, by ykhwong

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fullfixed value does not exist in the latset cvs. 😀

Reply 50 of 101, by vasyl

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Doh! Good timing. So, how do I get the effect of fullresolution=1024x768 and fullfixed=true with new implementation?

Reply 51 of 101, by TeaRex

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As far as I can tell, just say fullresolution=<what>x<ever>

This implies fullfixed now, it seems.

tearex

Reply 52 of 101, by pred

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mm mortal kombat I ? dont have a screenshot sorry

d65bd1-1460475081.jpgc80460-1460475156.jpg

Reply 53 of 101, by Qbix

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TeaRex wrote:

As far as I can tell, just say fullresolution=<what>x<ever>

This implies fullfixed now, it seems.

That is correct.
fullfixed=false => fullresolution=original

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Reply 54 of 101, by vasyl

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Updated to current CVS (that patch still should work), tried fullresolution=1024x768, and got the expected -- small image in the middle of the screen surrounded by very thick (all the way to the edge) red border. Probably need to limit the width of that border to 100 pixels or so -- it gets too distracting.

Reply 55 of 101, by vasyl

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I've uploaded new version to SF. This one has limitation that it works only with surface rendering. It also requires fullscreen mode to be bigger than the game video mode (it is actually ovescan), works just fine in window mode by extending window accordingly. Very cheap performance-wise, looks quite good, easy to maintain unlike the old version.
I am planning to extend it to other rendering modes. I don't want to reimplement blending ovescan inside the image, it was too hacky before, it's really ugly with new renderer. Maybe some stippling hack like the one I had in paletted modes but that's not a priority.

Reply 56 of 101, by Great Hierophant

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I hate to bring back an old thread from the dead, but how does one enable border colors in the current DOSBox? Is it even possible?

Reply 57 of 101, by Kippesoep

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I'm afraid not.

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Reply 58 of 101, by h-a-l-9000

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I had thought about a patch that flashes the whole screen in that color (in the distant future).

1+1=10

Reply 59 of 101, by HunterZ

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h-a-l-9000 wrote:

I had thought about a patch that flashes the whole screen in that color (in the distant future).

I wouldn't consider that an optimal solution, as some games may use border colors as a persistent notification.

I've always felt that a piece was missing from DOSBox without this functionality, although I do realize it's hard to emulate cleanly.