For OCS/ECS hardware 2bit HiRes - 640x256 or 640x200 depending on region - was default resolution for OS, and you could add interlacing or up color depth to 3 and 4 bit at cost of response lag; starting with OS2.0 the resolution setting was basically limited by chip memory and what your output device could actually display. I got my 1200 to display crisp 1440x550 on my LCD by just sliding screen parameters to max on default display driver.
Games used either 320h or 640h resolutions, 4 bit or fake 5 bit known as HalfBrite, because it was basically 4 bit with the other 16 colors being same but half brightness. The fabled 12-bit HAM mode was also used, even in some games, even for interactive content, but it wasn't too often.
Fast Tracker 2, admittedly "bit" later than 1990, could route playback of however many channels you used to the speaker.
Worth noting that the quality in these cases was pretty good. A bit staticky but still well above Wolfenstein 3D sound effects most people associate with PC Speaker (covox-less).
basically, yeah. there's a white fast forward button that appears during frequently fast forwarded sections, which unsurprisingly happens to be sponsor sections.
Things that go through the proper channels are usually compatible. Crysis was never the most stable of games and IIRC it used 3DNow, which is deprecated - but not by Windows.
As a counter-anecdata, last week I ran Galapagos: Mendel's Escape with zero compat patches or settings, that's a 1997 3D game just working.
> Things that go through the proper channels are usually compatible.
But that's a pretty low bar - previously Windows went to great lengths to preserve backwards compatibility even for programs that are out of spec.
If you just care about keeping things working if they were done "correctly" then the average Linux desktop can do that too - both for native Linux programs (glibc and a small list of other base system libraries have strong backwards compatibility) as well as for Windows programs via Wine.
On paper maybe. In practice there's currently at least one case that directly affects me where Wine-patched Windows software still works on Windows thanks to said patch... but doesn't work under Wine anymore.
Good, great even. The more the better. Even if the ecosystem gets seriously fragmented I'll take this over your only real choice being UE and Unity (t. Godot enjoyer).
The first sesason was solid for its time, a sort of twilight zone in space, or even a more fantastical take on Star Trek. It was less about an overarching plot or consistency or being based on a set of strict rules and more about exploring various themes, such as humans in the face of certain death. Nothing groundbreaking but the production and the actors make it work (some of them anyway - sorry, Barbara Bain is about as convincing as a piece of plywood).
Dragon's Domain has been living rent-free in my head for over two decades now even if I'm acutely aware how silly is the premise.
Long time Space:1999 fan here. I've been thinking about this a lot over the years and I agree with you; the show is best looked at as The Twilight Zone in Space. Well - first season anyway. You REALLY have to pick through the dung of second season to find a few "well, that bit was alright" moments.
I think the show worked best when it was a review of variations of loneliness.
* Dragon's Domain - Tony Cellini is burdened by the loneliness of a demon no one else sees.
* Guardian of Piri - John Koenig is surrounded by the best of the best in his senior staff. But under the "spell" of the Guardian, he has disagree with all of them and make some very lonely decisions.
* Voyager's Return - Ernst Queller is burdened by the memory of his mistake many years ago with development (and many deaths) of the Queller Drive. And it comes back to haunt him in real life, not just his imagination.
* End of Eternity - The alien Balor shows us that immortality could be the ultimate form of loneliness.
Well technically yeah but consider that it takes ~9 months for the product to function without constant life support, at least a few years until majority of the basic functions work and ~15 years until it is fully functional.
9 months is caused by head size to how far you can stretch the exit ratio. In a way, we are born prematurely, to lessen the probability of death in childbirth (for both the mother and child).
Games used either 320h or 640h resolutions, 4 bit or fake 5 bit known as HalfBrite, because it was basically 4 bit with the other 16 colors being same but half brightness. The fabled 12-bit HAM mode was also used, even in some games, even for interactive content, but it wasn't too often.
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