This is only a partial answer, at the OP’s request, addressing the following:
But how it was done in MS-DOS (there are no DLL involved in there)?
I don’t know whether this emulator used this technique or not, I haven’t been able to download it to even check whether it works under DOS or Windows.
However, under MS-DOS, there were multiple implementations of ...
I’ve got a 2005 PowerMac G5, Dual 2.3 GHz with a stock Nvidia GeForce 6600 running OSX 10.4 Tiger
AFAIR that's a plain 6600, right?
Would adding a second GeForce 6600 from another PowerMac work or even be useful?
I believe the GeForce 6600 supports only a single Dual-Link DVI output (while it has 2x DVI ports on the back) so it should support ...
Community Wiki because this doesn't yet come close to being an answer, but I think helps with discussion and might be a basis from which others can get to an answer:
The page you link to isn't blocked in Safari, but is blocked from my eyes due to being in Russian. Nevertheless, Google will translate the 3dfx mention as:
3Dfx Emulator v0.2 from ELZ SOFTWARE [...
I don't have knowledge of the Rush 3D engine itself, but I used to work for a company that made software graphics engines, so I can speak in general terms about how they're likely to work.
The GBA has a low screen resolution (240x160) and a reasonably powerful CPU (16.8 MHz ARM7 core). This is easily sufficient to run a Doom-style game engine with no ...
Locomotive BASIC 1.1 on the Amstrad CPC6128 had a fairly decent FILL command. It wasn't the fastest, but then what FILL routines in BASIC were back then? It would do a decent job of filling complex shapes though.
This was one of the differences between 1.1 and the BASIC 1.0 supplied with the CPC464.
F=14.31818MHz was a common Crystal. I have a fistfull from Halted in Sunnyvale, CA which regrettably is now System Halted.
F/2=7.15909MHz F/4=3.579545Mhz (<-- That is the Color Burst frequency).
14.31818Mhz is also the master clock frequency in the Apple ][ and probably lots of other computers. It drives the video counter part which generates H and V Sync ...
On the objective stuff, per Apple's 7500/8500 hardware devnotes, Page 20:
The video subsystem is implemented by the following ICs:
■ Chaos, a custom IC that provides data bus buffering between the video subsystem and the processor bus
■ Control, a custom IC that provides addressing and control for the video subsystem
■ RaDACal, a high-performance digital-to-...
640×200 is basically 640×400 with each row of pixels repeated vertically by the electron beam. Since you're repeating pixels without using more memory, you can devote more memory to each pixel to provide more colors. 2 colors needs 1 bit of memory for each pixel (21=2), while 8 colors needs 3 bits per pixel (23=8).
I don’t know about all PC-88 games, but Thexder at least runs in 640×200 V2 mode with 8 colours, with dithering (which can also be seen in the PC version, which runs in 640×200 EGA).
Screen resolution and aspect ratio are independent: you can assume in most cases that images will be displayed in 4:3 on CRTs of the time, which implies that pixels are ...
The Game.com doesn't support sprites or tilemaps. It has a flat, memory-mapped bitmap display with internal support for accelerated optionally-masked and/or X/Y flipped rectangle blits.
From what I can tell, the Tiger Game.com is basically a Sharp SM8521 "Single Chip Microcomputer" (datasheet) with a touchscreen display added on. That chip has two ...
Having multiple graphics or sound chips in a system has exactly the effects you would expect. It would allow the composite system to perform multiple processing tasks at once, with the results of each contributing processor being combined into the final output (or spread across multiple outputs), producing more sophisticated visuals or sounds.
Double-SID mod for Commodore 64 is quite popular. Simultaneous work with CGA and MDA, albeit on different monitors, was also quite popular. Sharp X68000 deserves special attention, taking into account its popular hardware extensions. A classic example of doubling VDP is PC Engine SuperGrafx.
Considering the principles of operation of the graphic subsystems ...