The Making of Dune II
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someone never heard of dosbox
(I happen to have shown it to my 13yo son a few days ago. He wasn't impressed.)
There's no way to change the esc key to another key, which is just silly. Which makes Firefox silly.
But yeah, DOSbox is probably a better option these days.
VM86 mode is not available when in 64-bit long mode either (though it could be used via virtualization).
If you had a lower-quality CRT back in the day, so you remember fuzzier pixel boundaries, a CRT emulation GLSL filter will give you an extremely accurate recreation of that.
DOSBox-Staging now defaults everything to proper aspect-corrected settings and includes a good selection of CRT emulation filters: https://dosbox-staging.github.io/
This is why lots of us were slow to adopt flat screens: they were a big step backwards in pixel density for quite a while (plus typical picture quality was shit on them until the late ‘00s or so, resolution aside)
[edit] just providing context for those who weren’t there and are used to retro gaming being stuff that displayed on CRT TVs.
CRTs themselves have no concept of pixels or pixel density -- they're analogue devices where the primary limiting factor is the refresh rates supported by the hardware -- so the screen resolution in pixels is entirely a function of the display hardware generating the video. Almost all CRTs were 4:3, so typically you'd have a 320x200 game being displayed at a physical 4:3 resolution on the monitor. This means that in most cases, the pixels were not square, but rather each pixel was slightly portrait-orientation, having its own aspect ratio of 5:6. Most games artists took this into account, so if they wanted to draw a square that was 30 pixels across, they'd make it 25 pixels tall.
So the point of the 1600x1200 number is that this is the lowest resolution at which a display with square pixels can replicate the exact aspect ratio of both the screen and the pixels used in those classic games. Note that the aspect ratio of the pixels is 5:6 -- 5 is a prime number, so you can't reduce the ratio further. So if you turn each pixel in the original 320x200 screen into a grid of 5 by 6 square pixels, you get 1600x1200.
So only 1600x1200 (or an exact multiple) can provide a pixel-perfect rendering of the graphics from games from that era. Add a filter that emulates some of the visual artifacts from CRTs of the era -- scanlines, bloom, etc. -- and you're getting a pretty exact recreation of the experience you'd have had playing games in the DOS era. [2]
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[1] SVGA games at higher resolutions started becoming more common around 1994/95, but within a couple of years after that, Windows began to displace DOS as the primary target platform for PC games, leaving the vast majority of DOS games in the 320x200 camp. There were some outliers that used e.g. EGA's 640x350 mode, or otherwise supported higher resolutions at the expense of color depth (SimCity is a major example that comes to mind, along with a few games that used 320x200 but expected square pixels (producing a 16:10 screen aspect) but these are exceptions rather than the rule.
[2] At least visually. There are a lot of other sensory elements of classic gaming that remain entirely absent with modern hardware -- the static charge on the glass of the CRT monitor, the smell of air passing over the hot electronics in the PC, the mechanical sounds of reading data from floppy and hard disks, etc.
Nevermind, found it: https://www.filfre.net/2023/06/a-dialog-in-real-time-strateg...
For C&C and RA they had the "Westwood Engine", C&C2 & RA2 used the "Westwood Engine 2"; both of these (and the Dune II prototype engine) were also referred to as "the Command and Conquer Engine". They then had a small gap of 3D games (Renegade, for instance) that used the "Westwood 3D" engine which was expanded and renamed to "SAGE" for Generals. All followup C&C games used "SAGE 2.0".
- Controlling the Spice, Part 1: Dune on Page and Screen [1]
- Controlling the Spice, Part 2: Cryo’s Dune [2]
- Controlling the Spice, Part 3: Westwood’s Dune [3]
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[1] - https://www.filfre.net/2018/11/controlling-the-spice-part-1-...
[2] - https://www.filfre.net/2018/11/controlling-the-spice-part-2-...
[3] - https://www.filfre.net/2018/12/controlling-the-spice-part-3-...
I still fire it up, every once in a while, at night, trying to recapture the mood of those early days.
> Real-time strategy (RTS) is a subgenre of strategy video games that does not progress incrementally in turns,[1] but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.[2][3]
* https://en.wikipedia.org/wiki/Real-time_strategy
> While not the first real-time strategy (RTS) video game, Dune II established the format that would be followed for years to come.[1][2] As such, Dune II is the archetypal real-time strategy game. Striking a balance between complexity and innovation, it was a huge success and laid the foundation for Age of Empires, Command & Conquer, Warcraft, and many other RTS games that followed.
It features way better controls, a really good soundtrack, and full video cutscenes with actors! It's very fun, and feels so much more mature and polished than the original, though if you grew up with the original you might not feel as nostalgic for it.
[0] https://news.ycombinator.com/reply?id=39980574&goto=item%3Fi...
But would like to watch.