Tag Archives: EGA

1991 donut – final release

No-XS has composed a special EdLib track for me to use in the 1991 donut, so I could finish it properly and release the final version: There are a number of small changes and tweaks, I will just quote the … Continue reading

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Just keeping it real… bugfixing like it’s 1991

As you may have noticed, the 1991 donut intro did not have any music. I did not cover it in the previous blog, but there was some music planned for this small intro. I chose to use EdLib, because AdLib … Continue reading

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Just keeping it real… like it’s 1991

Last weekend, there was a special demoscene party, the 1991 party, with, obviously, 1991 as a theme. Well, that is just my bag, baby! The focus was mainly on C64 and Amiga, which were the most popular platforms for gaming … Continue reading

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Just keeping it real, part 6

It has been a while, but you know I’ve been keeping it real in the meantime. Firstly I’d like to mention a demo that I have cooperated on, which is loosely related to this series. This demo is called The … Continue reading

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Triton’s Crystal Dream restored and preserved for posterity

As I mentioned earlier, I have fixed the Sound Blaster routines for  Crystal Dream by Triton. I have made a video capture of it playing on my 486DX2-80, with Sound Blaster Pro: In a way it feels like restoring an … Continue reading

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Oldskool demo fixing

While I was doing the oldskool PC stuff, the demo Crystal Dream by Triton was one of my inspirations: It’s one of the first demos ever to have smooth polygons on PC, and great mod-based music. It uses the same … Continue reading

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Just keeping it real, part 5.1

Picking up where I left off in part 5, the subpixel-corrected polygons on Amiga: The subpixel-correction in itself appeared to work. My analysis of the input terms for the blitter’s linedrawing appeared to be correct: you can specify the error-term … Continue reading

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Just keeping it real, part 5

Ah, there it is at last, part 5! In case you were wondering why the previous two posts were not just part 5 and 6 already, well that is because they were not planned originally, and they were just things … Continue reading

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Just keeping it real, part 4.6

I’d like to correct something from the first part of this series. I mentioned some examples of very fast polygon routines on early PC hardware. Namely Triton’s Crystal Dream: And the game F29 Retaliator: At the time I suspected that … Continue reading

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Just keeping it real, part 4.5

There is an issue with the EGA code that I noticed early on, but I have not mentioned it yet, because I was not sure what was going on exactly. I have found most of the answers now, so let … Continue reading

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