Reply 740 of 1173, by ViTi95
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The mock-up you've created looks very very well. I already did some dither testing directly in the colormap, and the result was no-where near good, but I think is possible to do something similar:
The copy from backbuffer to VRAM is devided into blocks (Status bar, messages, border...), so we can use this to render each block in different ways. Mode 13H executable uses this in order to speed up the copy, only copying required parts of the screen. Maybe we could use dithered rendering for gameplay, and non-dithering for the rest of screen elements.
The same dithering method used with Hercules can be used for this, for example it was already used for EGA 640x200 mode in developing stage (although it was later ditched to custom dither 2x1 to make it a little faster https://youtu.be/uO0NSsDEqC8).