[HN Gopher] FantasyLand on VGA
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       FantasyLand on VGA
        
       Author : kencausey
       Score  : 42 points
       Date   : 2022-04-04 12:46 UTC (10 hours ago)
        
 (HTM) web link (www.os2museum.com)
 (TXT) w3m dump (www.os2museum.com)
        
       | h2odragon wrote:
       | EGA cards were truly funky beasts. There was a "64 color" stunt
       | where you could switch the 16 color palette fast enough to have
       | up to 4 different palettes visible on screen at once.
       | 
       | There were fringe flavors of compatibles, with extra capabilites.
       | 400 scanline modes that enabled 43 and 50 lines text modes hover
       | in my memory.
        
         | shdon wrote:
         | 400 scanline modes gave us 50 lines of text by virtue of
         | loading the 8x8 pixel font (400/8=50). There was no
         | incompatible trickery going on for 43 line mode. That was just
         | the 8x8 pixel font at the standard 350 scanlines (350/8=43.75).
         | 
         | The palette was weird because changing palette entries away
         | from the standard 16 CGA colours was impossible in 200 scanline
         | modes. It was only possible in 350 scanline mode (and also on
         | VGA, but I digress). That's because the EGA could connect (and
         | often would be connected) to CGA monitors and adjusted the
         | pinout of the connector accordingly. This meant just 1 bit per
         | colour channel and 1 intensity bit. The full EGA palette
         | required 2 bits per colour channel and could only be used on
         | actual EGA monitors. The way IBM ensured that was limiting
         | palette changes to the 640x350 mode.
        
         | bitwize wrote:
         | Pfff... getting more colors on screen than you have palette
         | entries is not a stunt at all... not on a thoughtfully designed
         | system with raster interrupts. On the Amiga you could even
         | program the copper to do this work for you, freeing up the CPU
         | for other tasks.
        
         | TonyTrapp wrote:
         | How about 1024 colors on CGA?
         | https://int10h.org/blog/2015/04/cga-in-1024-colors-new-mode-...
        
       | djmips wrote:
       | This reminds me that, back in the eighties, a friend of mine made
       | a super cool EGA BBS terminal program with split screens and
       | smooth scrolling - but it also used the vertical retrace
       | interrupts. It's a shame there wasn't more compatibility around a
       | lot of this on PC since it would have enabled some very cool
       | software that everyone could use.
        
       | glhaynes wrote:
       | YouTube video of this program. Not sure what hardware (or
       | emulation) it's running on but it doesn't appear buggy.
       | https://www.youtube.com/watch?v=RRnHzt7X0OE
        
       | ttul wrote:
       | Id Software managed to get smooth scrolling working on EGA - a
       | mind blowing achievement at that time.
       | 
       | https://en.wikipedia.org/wiki/Adaptive_tile_refresh
        
         | joakleaf wrote:
         | id Software and Carmack often gets credit for this, but I
         | remember seeing a number of games already using smooth-
         | scrolling in EGA before. Zanygolf from 1988 and Rick Dangerous
         | 1989 comes to mind (albeit vertical scrolling). Harvard
         | Graphics 2.3 (from 1990) could also use smooth-scrolling in EGA
         | (640x350) when running presentations.
         | 
         | I am pretty sure Lemmings (early 1991) also used the horizontal
         | smooth-scrolling capabilities of EGA/VGA.
         | 
         | For reference, id software's Commander Keen is from late 1990.
         | 
         | I remember trying to work with the smooth scrolling registers
         | on VGA (256 color mode) in 1991/1992 myself. The registers were
         | described in the EGA/VGA programmers reference (1988), and I
         | suspect the author of that book must have known that the
         | hardware was capable of this. Unfortunately, smooth-scrolling
         | required using a combination of several registers, so as far I
         | remember, the documentation of this was scattered all over the
         | book under the different registers, and wasn't really easily
         | approachable for the reader.
         | 
         | Of course, the techniques behind smooth-scrolling and page-
         | swapping for VGA (e.g. mode-X) were really popularized when
         | Michael Abrash published an article about it in 1991 in Dr.
         | Dobbs.
         | 
         | Gaming on the PC from '87 to 1992 would probably have been very
         | different, if IBM had just described smooth-scrolling and other
         | hidden gems of the EGA/VGA cards in more detail.
        
           | JohnBooty wrote:
           | That's super interesting. How did Harvard Graphics use smooth
           | scrolling? I see that it smoothly animated some screen
           | elements, but not a whole screen-filling background ala
           | Commander Keen.
           | 
           | https://youtu.be/wwqm0zOivUU?t=1007
           | 
           | I'm not familiar with Harvard Graphics _or_ EGA graphics
           | details, so, might be a dumb question.
           | 
           | As an aside, it's eternally hilarious to me that there were
           | so many capabilities in the EGA/VGA chipsets that were
           | "hidden." IBM clearly spent a lot of engineering time (and
           | die space!) implementing them... and then it still took ages
           | for them to be "discovered."
           | 
           | Did IBM just neglect to promote them to developers? Or did
           | they intentionally sort of bury those features so as not to
           | be seen as having built a "game machine?" Always curious.
        
             | joakleaf wrote:
             | In Harvard Graphics, I am pretty sure it was used with the
             | "Scroll" transition in slide shows. That option is visible
             | in at 15.34 in your video for the "Euromap.cht". As I
             | remember, it only ran smoothly (i.e. used the smooth
             | scrolling registers) in 640x350.
        
               | JohnBooty wrote:
               | Ah. Thanks! Interesting!
        
             | syntheweave wrote:
             | If you look at the software that was being put out in the
             | mid-80s, there's a clear picture of "IBM being IBM" in that
             | it had designed some graphics APIs that worked according to
             | their corporate view of what applications needed[0]...and
             | then the market ignored it, and programmed the hardware
             | registers directly. And many of the features make sense in
             | this light as being something designed to the APIs they had
             | in mind, but then otherwise not given much attention or
             | support.
             | 
             | A critical part of Microsoft's rise in this era was in
             | grabbing up pieces of market share that the competition had
             | overlooked, and their graphics story with Windows
             | definitely enters into this. GDI didn't have conflicts of
             | interest from being both a hardware and software maker, and
             | so it could focus just on compatibility - a classic example
             | of "worse is better".
             | 
             | [0] https://en.m.wikipedia.org/wiki/Graphical_Data_Display_
             | Manag...
        
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