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Tag Archives: DOS
Running anything Remedy/Futuremark/MadOnion/UL in 2020
There has always been a tie between Futuremark and the demoscene. It all started with the benchmark Final Reality, released by Remedy Entertainment in 1997. Remedy Entertainment was a gaming company, founded by demosceners from the legendary Future Crew and … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged 16-bit, 32-bit, 3DMark, 3DMark Vantage, 3DMark03, 3DMark05, 3DMark06, 3DMark11, 3DMark2000, 3DMark2001SE, 3DMark99Max, 64-bit, DirectX, DOS, Final Reality, FutureMark, MadOnion, ntvdm, oldskool, otvdm, retro, Win16, Win32, Windows-on-Windows, winevdm, WOW64
5 Comments
Just keeping it real at Revision 2019
I visited Revision again this year. And I took my IBM PC/XT 5160 with me. And I made a quick release. That release was a plan that I’ve had for a while, and which I mentioned in my previous blogpost: … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 8088, After Burner, AMAME, Arcade, CGA, Composite, demoscene, DOS, DOSBox, Hang-on, IBM Music Feature Card, IMFC, IMFCDISK, MAME, MIDI, MS-DOS, music, SEGA, Space Harrier
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The DreamBlaster S2P: General MIDI from a parallel port
In the interest of catching up, here is the second blog that is long overdue. I want to talk about the DreamBlaster S2P from Serdaco. I received mine over a year ago, and it actually was an early prototype. The … Continue reading
Posted in Hardware news, Oldskool/retro programming, Software development
Tagged 8088, DOS, dreamblaster, DreamBlaster S2P, General MIDI, IBM, IBM PCjr, MIDI, oldskool, PCjr, retroprogramming, Serdaco, Serdaco SDK
1 Comment
Keeping it real for Outline 2018
It’s been a while, but I’m back. Or at least, I hope to have some more time to blog again from now on. And not just to blog, because many of my blogs are the result of experimentations with software … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 8088, Adlib Tracker II, demoscene, DOS, oldskool, OPL3, Outline, PC, retroprogramming, Revision
5 Comments
More PC(jr) incompatibilities!
The race for PC-compatibility Since the mid-80s, there have been many clones of the original IBM PC. IBM themselves also made new-and-improved versions of the PC, aiming for backward-compatibility. DOS itself was more or less a clone of CP/M, and … Continue reading
Posted in Oldskool/retro programming
Tagged 8259A, CP/M, Creative Music System, DOS, Game Blaster, IBM, IBM Music Feature Card, IMFC, lo-tech, oldskool, PC-Compatibility, PC-Compatible, PCjr, PIC, reenigne, retro, SN76489, SN76496, Tandy, veovis
8 Comments
Trackers vs MIDI, part deux
The previous post got rather long(winded) already. But shortly after I posted it, I realized that I had not yet said all that I wanted to say. Namely, I mentioned the Yamaha FM synthesizer chips at the start, and I … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged demo, demoscene, DOS, FastTracker, FM synthesis, Future Crew, General MIDI, MIDI, OPL2, OPL3, PC, Scream Tracker, SMF, Standard MIDI File, tracker, Triton, UltraSound, Yamaha, YM3812, YMF262
6 Comments
Trackers vs MIDI
With all the recent tinkering with audio devices and sound routines, I stumbled across various resources, old and new. One such resource was this article on OS/2 Museum, about the Gravis UltraSound. (And small world, this site is by Michal … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged demo, demoscene, DOS, FastTracker, Future Crew, General MIDI, MIDI, PC, Scream Tracker, SMF, Standard MIDI File, tracker, Triton, UltraSound
30 Comments
PC-compatibility, it’s all relative
Update 21-12-2015: I have updated some of the information after testing on an AT with old Intel 8259A chips, and added some extra information on EISA and newer systems. I would like to pick up where I left off last … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 286, 8088, 8259A, ASM, assembly, AT, demoscene, DOS, oldskool, PC, PC/XT, PCjr, retro, retroprogramming, timer interrupt, x86, XT
9 Comments
8088 MPH: How it came about
Well, you’ve already seen the demo in my previous post. And Trixter, reenigne and VileR have already covered most of the technical details in these articles: 8088 MPH: We Break All Your Emulators 1K colours on CGA: How it’s done … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 4.77 MHz, 8088, 8088 mph, assembly, CGA, Composite, demoscene, DOS, IBM CGA, IBM PC, IBM PC/XT, NTSC, oldskool, OpenWatcom, optimize, polygon, programming, retro
15 Comments
Test Drive’s pixelized transition effect
Today I want to talk about the transition effect in the game Test Drive from 1987. The effect will switch from one image to the next by replacing it pixel for pixel in a somewhat randomized pattern: I discussed this … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, assembly, DOS, graphics, MS-DOS, optimize, performance, retroprogramming, screen pixels, Test Drive, x86
4 Comments