3 ms·
Neat stuff! (The aliasing seems brutal now though with all that detail. Need to figure out how to boost the resolution / do some type of MSAA.)
by bhouston 2y ago
Neat stuff!
(The aliasing seems brutal now though with all that detail. Need to figure out how to boost the resolution / do some type of MSAA.)
- pjc50 2y agoThat's probably going to involve a full decompile and replacing the renderer, because DOS games are basically limited to using one of the video modes which render into 64k of video RAM.
- justsomehnguy 2y agoYep. https://fabiensanglard.net/reverse_engineering_strike_commander/ https://fabiensanglard.net/reverse_engineering_strike_comman...
- sehugg 2y agoYou could probably monitor the DOS VM to scrape camera/object matrices, render the static world in a huge GL (or what have you) display list, and then the other objects. The mesh formats were reverse engineered long ago.
- pixelesque 2y agoYes, for DOS games. However, DirectX games were much easier... I remember patching F-22 Total Air War (a DiD Flight Sim) to support higher resolutions back in 2001 or something, and it was just 3 bytes or so that needed changing, and worked surprisingly well... (Seem to remember a bit of a community doing it in various games on the simhq.com forums back then.)
- dividuum 2y agoNot sure how viable that would be, but if the rotation within the game is high-res enough I imagine one might render the same scene four times each with a rotation offset equivalent to half a pixel. Then combine those to a whopping 640x400 image :)