ioplunch.blogg.se

320x240 games
320x240 games






#320x240 games series#

The reason for CGA being most popular is most systems supported it in one way or another, whether it be emulation while stretching or just outright fitting it on the screen.The NEC PC-9800 series of computers also supported 640x400, and I also remember once that there was a certain video adaptor that had a 640x350 256 color mode. The most common system with 640x400 was the Olivetti M24\AT&T PC-6300.

320x240 games

640x400 was the oddball as it was only used on a couple systems, but there were still quite a few programs that supported it. MDA was a text-only adapter, and was rarely used for games. Hercules was 720x350, but also could emulate CGA.

320x240 games

EGA was 640x350, but can also emulate CGA's resolutions. Games had to be programmed to use a certain resolution based on what the hardware supported. Your monitor and graphics card were only able to display one or two resolutions and one or two text modes (usually 80x25 or 40x25). 320x240 Genre: Platform Downloads: 56727 Size: 361 KB Reviews: 15 Description Magnum PI (320x240) Java Game Get ready to enjoy the adventurous fun of one of the greatest television series of all time on your mobile phone and hang out in Hawaii for an action-packed thrill-ride with TVs most charismatic private investigator Thomas Magnum. Back in the DOS days there were a couple video modes that were common, MDA, EGA, CGA, Hercules and some special ones like AT&T's 640x400. It was really up to the designers on what screen mode to use and draw art for (You couldn't really scale it in real time).Īlso games that used mode X could also opt to use just/also 320x200 (MODE Y) in order to save some video RAM, a single frame in X is ~768Kbytes while in Y it would be ~640Kbytes, allowing the game to double buffering with lower VRAM configs.Īnyway, old VGA has tons of screen modes with different refresh rates, generally it was nothing to worry about with old CRTs, some Demoscene productions especially can easily confuse modern equipment since they change modes/sync between parts or even mid-frame!Ĭompgeke wrote:yksoft1 has this almost right, it has to do with the hardware. Tn Game: Bubble Bash 3Ngn ng: Ting anh Th Loi: Game Tr Tu, Gameloft My H Tr: 128x160, 176x208, 240x320, 320x240, 360圆40 Gii thiu: Game. The official IBM & documented 13h mode (MODE 13 in QBASIC for example) just has 320x200 at 256 colors and no page flipping, meaning that you saw the pixels being drawn in real time instead of drawing a frame in the "back" and then switching to it once it had drawn, this made scrolling and rapid screen updates really jerky/tearing unless you masked it with tight code.ģ20x240 = square pixels with a 4:3 monitor (MODE X)ģ20x200 = square pixels with a 8:5 monitor FIX Emulator N-Gage v2.0 Landscape Mode 320x240 play game on Nokia X5-00 Symbian OS 9.3-94 (FP2)link file.

320x240 games

It's a neat trick that is much better than the typical 13h mode, you can see the list of advantages in that article already but in a nutshell, it allowed much faster scrolling routines and more pages for the frame buffer. Ching: 320x240 Surfaced when a undocumented Mode X display mode hack was coded for the VGA standard.






320x240 games