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/vr/ - Retro Games

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>> No.10311092 [View]
File: 107 KB, 640x400, Halloween Harry (Alien Carnage).gif [View same] [iqdb] [saucenao] [google]
10311092

>>10305842

>> No.3074676 [View]
File: 107 KB, 640x400, 2562-alien-carnage-dos-screenshot-game-here-we-go.gif [View same] [iqdb] [saucenao] [google]
3074676

>>3074668
Dither transparency in a DOS game (no blurring on original hardware). The filter user's mind has degraded to the point where that can no longer interpret this correctly, despite thousands of kids having no problem back in the 90s.

>> No.2882907 [View]
File: 107 KB, 640x400, 2562-alien-carnage-dos-screenshot-game-here-we-go.gif [View same] [iqdb] [saucenao] [google]
2882907

>>2882834
Dithered transparency in mode 13h. This was clear and sharp on original hardware, with no obvious scanlines. The dither was not blurred out.

And the same technique was used in portable LCD based systems, which also had sharp pixels.

>> No.2775379 [View]
File: 107 KB, 640x400, 2562-alien-carnage-dos-screenshot-game-here-we-go.gif [View same] [iqdb] [saucenao] [google]
2775379

>>2775372
Dithered transparency on a mode 13h DOS game (line-doubled sharp pixels).

>> No.1665036 [View]
File: 107 KB, 640x400, 2562-alien-carnage-dos-screenshot-game-here-we-go-s.gif [View same] [iqdb] [saucenao] [google]
1665036

Reposting this mode 13h screenshot to prove that dithering was intended to be seen as individual pixels.

>> No.723224 [View]
File: 107 KB, 640x400, 2562-alien-carnage-dos-screenshot-game-here-we-go-s.gif [View same] [iqdb] [saucenao] [google]
723224

>>723218
2:1 here, but it's integer ratio so it looks the same.

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