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 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
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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 this is silly why are you doing this"
cause i wanna
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"eniko this is silly why are you doing this"
cause i wanna
@eniko i learned a lot from clash of clans chat. It was like that:
>why you doing this?
>cuzI think this is right answer. Perfect answer.
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"eniko this is silly why are you doing this"
cause i wanna
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"eniko this is silly why are you doing this"
cause i wanna
@eniko the best motivation