I’ve been playing some games through ScummVM, and there’s a cool feature that lets you load the game using whichever graphics mode the software originally supported. It also lets you use shaders to simulate a CRT, because these bare pixels were never meant to be seen with human eyes. I thought it was fun to compare the art from the different versions.

The posted image is from the EGA version

Here is the CGA:

And Here is Hercules(Amber):

  • fibojoly@sh.itjust.works
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    2 months ago

    Hercules used to play in 720 x 400 or thereabouts.

    And that CGA palette looks wrong to me, haha. All the games I ever saw were either cyan magenta black and white, or black red green yellow. First time I see a mix like this.

    • raspberriesareyummy@lemmy.world
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      2 months ago

      CGA was 4 colors out of 16 I believe, with the two default color sets like you say. But I only see 4 colors in the images, too. Maybe the white in the black green red yellow is actually yellow?

    • Captain Aggravated@sh.itjust.works
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      2 months ago

      CGA had a number of modes, but one of the 4 color 320x200 modes was most often used in game; these look like they’re supposed to by white, black, cyan and magenta. The thing is, it could use NTSC color artifacting to actually show more colors on a composite monitor through the use of dithering.

    • Zombiepirate@lemmy.worldOP
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      2 months ago

      I think that bad CGA palette comes from quick & dirty VGA conversions. This was probably near enough to the changeover to EGA that it was worth doing a good job because there were still quite a few people still using CGA.

      Just a guess though.