Most Apple ][ emulator screenshots out there completely misrepresent the color and resolution of that machine's composite video output. Here's how to fix that.
IBM officially discouraged PC programmers from exploiting hardware-specific tricks, since that came at the expense of compatibility. Then, they went and released a game that did just that. Here's why it was (artificially) prevented from running on color systems.
Another installment on CGA display tricks - covering the final version of 8088 MPH, determining the model of your CGA card in wetware, the extended 1024-color palettes supported by both models, and some artistic considerations.
Not so new anymore.
Can you take the original IBM PC color graphics board, and force it to display 32 times as many colors as it's officially capable of? Believe it, comrade! Here's the in-depth write-up on how we did that in the 8088 MPH demo, complete with illustrations.
Back in 1981, this was part of the original set of software available for the IBM PC on launch. As it turns out, its roots go even earlier than that - and there's also the easily-bypassed copy protection, and a mysterious check for a BASIC error code that isn't documented anywhere.
The lowdown on why this game can be so frustrating to play with the keyboard - in the wrong circumstances.
Mapping out all four levels and 127 rooms of this maze shooter - specifically, the IBM PC version. As proof of cartographic accuracy, you also get a playthrough video.
An exercise in taking "modern" graphics software and dragging it kicking and screaming back to the glorious days of clean, simple, 2 bits per pixel raster graphics. Plus a time-lapse video of the whole process.
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