This was a really cool engine. It makes no sense that we didn't release it as a game on the PC.
@JDoucette Жыл бұрын
I know, I guess it may be been a little too late giving that it was early 1999 when I finished this. The reality is that I had the engine written in GW-BASIC in the late 1980s way back in the day, and then again in Turbo Pascal in the early 1990s. It definitely could have been a very quick framerate scanline engine in the CGA, EGA, and VGA days. Tons of optimizations available for all of those graphics modes. And again on the later handhelds, like the GBA which had a bitmap framebuffer.
@JDoucette Жыл бұрын
CGA and EGA could have made fantastic use of the low number of colors, and likely few sprites being scaled, to not have to redraw much of the screen. VGA could have made use of Mode-X to do double buffering, lower screen resolutions (1x, 2x, 3x monitor scan per bitmap line), 16-pixel writes (4 byte write to all 4 planes), and very large pixelated scaled sprites with the double/triple/quadruple write ability, etc. All of this could have led to smooth 35 or super silky 70 Hz on just about any 386/486 machine, with the various settings to allow for various fidelity of graphics.
@Xonatron6 ай бұрын
This shows up as being published 2 days ago too.
@JDoucette6 ай бұрын
Figured so. It should have warned me that these would all appear in my feed. It doesn't make sense since they were publicly published a decade ago.