![]() IBM designed EGA with text and "vector" graphics (for business charts, etc.) in mind, where the exact pixel aspect ratio didn't matter games just weren't on their radar. Tl dr version: Blame IBM, not the supposed superior skillz of Japanese pixel artists. ![]() are in high resolution and the scrolling part of the screen is effectively 640x200 with black "scanlines" to save CPU cycles. 216 likes, 31 comments - kaworuscott on October 29, 2020: Policenauts - Hideo Kojima PC-98 1994 This glorious upscaled pixel perfect PC-98 image was done. You'll see PC98 games where only the fonts, portraits, etc. The PC98 equivalent of EGA was 640x400 (I think the monitors were 24kHz versus EGA's 22kHz) so the transition was much much easier. EGA was an odd-man-out in the progression from CGA to PCJr/Tandy to 256-color VGA: the vertical resolution meant you couldn't just double pixels you needed two different screen layouts and sets of art assets if you wanted to support both EGA 640x350 and anything either above or below it. 313 subscribers 83K views 12 years ago Konami / Kojima Productions (NEC PC-9821) 1994 Captured with Anex86, T98-Next, CamStudio, VirtualDub and It’s cable reimagined No DVR space limits. Most "EGA" games were really PCJr/Tandy-1000 games, running in 320x200 with the fixed CGA colors. And you could only use the palette in that specific mode-the 15kHz modes (320x200 and 640x200) were limited to the CGA colors because they were designed to be compatible with CGA (RGBI) monitors. ![]() Ehm, EGA is 640 x 480, with 16 possible colors with a depth of 6 bits per gun.
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