Homebrew Hercules Graphics Card
root42.de
root42.de
Here is what it involved, although it was barely playable. I've found where the game references the 0xA0000 addresss - e.g. the VGA 320x200, then I wrote a stupid TSR program, and had to hack in few places the game to refer to a buffer I had in my TSR (it was at fixed address, so it was easier). Then on every interrupt (I can't remember exactly what), it'll read the pixels and transforms then (well in a shitty way, that somehow made pixels work - how that last bit worked without even caring about the palette I don't know - maybe I was lucky). It was fun experiment, and it worked, but maybe 8-10fps or something like this...
"Trivia Hidden Message This message can be found in the program executable:
"This game was written on a very slow schneider 10mhz 286 with lots of wait states. If for some reason on your very fast xxxx 25mh 486 this game seems to be fast or unplayable, do no blame us for it was a penny pinching boss who would not buy us reasonable pc's to work on. signed THE PROGRAMMERS OF FLAIR SOFTWARE"
one thing that was fun about bare metal that we dont get nowdays (and we coudlnt with all the viruses and ransomware)
The ultimate proof of the Hercules standard's power is that everyone else cloned it, whether in discrete video cards or in motherboards with integrated video. I guess this video is evidence that the Hercules standard is so simple that someone today can implement it at home. I suppose that's why Hercules, the company, couldn't maintain its market lead after the EGA era; the same thing happened to Hayes modems.
I tricked that baby out with additional RAM (640 kB really was enough for most people), a 32 MB HD on an ISA card, and, importantly in this context, a Hercules card. The latter was switchable, so you still could run CGA games, while enjoying the crisp text and line graphics of Hercules.
As an aside, the Sierra adventure games supported HGA, but many of them were designed for color, making certain puzzles rather difficult to solve.
Hercules Plus supported changing the text font without burning a ROM. As someone who never liked the original IBM PC font, that would have been a welcome feature before it came to EGA/VGA.
The CGA 8x8 font had a number of "foreign" (non-ascii) characters that could be displayed in 640x200 or 320x200 text modes. All (?) European though.
https://raw.githubusercontent.com/viler-int10h/CGA-font-comp...
From IBM's technical manual:
* 16 special characters for game support
* 15 characters for word-processing editing support
* 96 characters for the standard ASCII graphics set
* 48 characters for foreign-language support
* 48 characters for business block-graphics support (for the drawing of charts, boxes, and tables using single and double lines)
* 16 selected Greek characters
* 15 selected scientific-notation characters
(https://minuszerodegrees.net/oa/OA%20-%20IBM%20Color%20Graph...)...although https://en.wikipedia.org/wiki/Code_page_437#Internationaliza... reaches the conclusion that it only e.g. English, Germany and Swedish are fully supported due the lack of upper-case accented latin characters. Huh, TIL.
The better CGA monitors had finer dot pitch, but those were usually more expensive.
I used to run Turbo Debugger on one monitor, and commercial games I was fiddling with in various ways on the other. You could break into code without disrupting the VGA registers.