aha!
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RE: https://mastodon.gamedev.place/@eniko/115997862376195752
aha! i figured it out! DOS mode X 256x224 is really just 320x240 with padding
BUT, if i use VESA 640x480 then 128x96 actually scales cleanly, with each pixel being 5x5
so for DOS i can do that with 256x224 as a fallback
i've finally completely figured out my retro hardware universal framebuffer display mode for my Bismuth VM
@eniko Also got answer from pouet.net: the 256 wide tweak modes *did* exist, but projectors did not like it at all, so if you want to see your demo on the big screen, well...
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RE: https://mastodon.gamedev.place/@eniko/115997862376195752
aha! i figured it out! DOS mode X 256x224 is really just 320x240 with padding
BUT, if i use VESA 640x480 then 128x96 actually scales cleanly, with each pixel being 5x5
so for DOS i can do that with 256x224 as a fallback
i've finally completely figured out my retro hardware universal framebuffer display mode for my Bismuth VM
@eniko@mastodon.gamedev.place whooohooo? what device IS that?
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RE: https://mastodon.gamedev.place/@eniko/115997862376195752
aha! i figured it out! DOS mode X 256x224 is really just 320x240 with padding
BUT, if i use VESA 640x480 then 128x96 actually scales cleanly, with each pixel being 5x5
so for DOS i can do that with 256x224 as a fallback
i've finally completely figured out my retro hardware universal framebuffer display mode for my Bismuth VM
@eniko A friend of mine did a few demos using 256-modes. Here is one with included turbo basic source code (including the 256 mode setting): https://www.pouet.net/prod.php?which=8741 According to comments it is hard to run in emulators...!
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@eniko Also got answer from pouet.net: the 256 wide tweak modes *did* exist, but projectors did not like it at all, so if you want to see your demo on the big screen, well...
@sol_hsa hmm maybe 320x240 with manual letter/pillarboxing then?
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@eniko@mastodon.gamedev.place whooohooo? what device IS that?
@kate no device, it's my VM, that I wanna get running on a variety of retro hardware
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@eniko A friend of mine did a few demos using 256-modes. Here is one with included turbo basic source code (including the 256 mode setting): https://www.pouet.net/prod.php?which=8741 According to comments it is hard to run in emulators...!
@eniko And while on memory lane, if you haven't already seen the things made by Tran https://www.pouet.net/groups.php?which=878 then those have weird graphics modes as well!
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@eniko And while on memory lane, if you haven't already seen the things made by Tran https://www.pouet.net/groups.php?which=878 then those have weird graphics modes as well!
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RE: https://mastodon.gamedev.place/@eniko/115997862376195752
aha! i figured it out! DOS mode X 256x224 is really just 320x240 with padding
BUT, if i use VESA 640x480 then 128x96 actually scales cleanly, with each pixel being 5x5
so for DOS i can do that with 256x224 as a fallback
i've finally completely figured out my retro hardware universal framebuffer display mode for my Bismuth VM
In case you have no idea what I'm on about (likely): imagine writing a game for a 128x96 framebuffer screen once and then being able to run it on modern systems, web, DOS, SNES, Mega Drive, GBA, and PSX
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In case you have no idea what I'm on about (likely): imagine writing a game for a 128x96 framebuffer screen once and then being able to run it on modern systems, web, DOS, SNES, Mega Drive, GBA, and PSX
@eniko That was kinda the idea with my engine, maug, but the lowest common denominator is sooo looow... so I kinda gave up on the really low end... I ended up making some sprite abstractions for systems with hardware sprites, tho, so maybe there's hope...
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@eniko That was kinda the idea with my engine, maug, but the lowest common denominator is sooo looow... so I kinda gave up on the really low end... I ended up making some sprite abstractions for systems with hardware sprites, tho, so maybe there's hope...
@indigoparadox i mean, 128x96 is kinda pico-8ish so it's still usable
plus i can add less universal modes later