Maes
I like big butts!

Posts: 8661
Registered: 07-06 |
I hear of this alleged "hires" mode now and then (the last time it was in a thread about cDoom, and this was my find about it: zilch).
Similarly, an alleged EGA mode would be at most possible with a modified PLAYPAL only mapping to 16 colors but all framebuffer processing would have still to be done at the byte level (thus wasting 4 bits per pixel), and screen refreshes would have been nowhere near as fast. The reason? EGA: 4-bit planar graphics. VGA: 8-bit chunky graphics. In layman terms, it means that in VGA you can simply write a single pixel directly where you want it to.
On EGA, you have to write a single bit to 4 very different parts of the screen buffer for altering a single pixel, so unless you are doing 2D operations like tile-based rendering, bit-blitting, scrolling or solid-color filling (which write to several pixels at once), it would be prohibitive to render something like Doom or Wolf3D.
Really, where did this rumor come from? There's absolutely no remnant or hint of such a mode in the Doom source code release, not even a commented out occurence of "hires". Everything is hardcoded to the resolution defined by SCREENWIDTH = 320 and SCREENHEIGHT = 200, and there is no mechanism for scaling static graphics, and no way to change the size of resolution-size dependent buffers but with a recompilation. Also, drawing functions are pretty much specialized to deal with raw byte-sized pixels, they are not parametrizable or "generic" in any way.
I'd like to check out those COLOR12 and COLOR15 lumps myself, but by the sound of it they must probably be 12-bit (4-4-4 RGB) and 15-bit (5-5-5 RGB) versions of the original PLAYPAL, perhaps intended to use Doom on platforms with lower-fidelity RAMDACs. What's their size?
Last edited by Maes on 11-11-11 at 11:39
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