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Elikez - you're kidding, right..??? If not - Christ, you're stupid.
Jari - Cool to see the old Dos-stuff back again :)
Now implement the oldskool font-remapping too so you can really see graphics (per-pixel) in text-mode :)
Gotta say this one is really cool.. Brings me back to the days of zzt and megazeux.. Megazeux was basically an enhanced zzt with a better scripting language, and you could do more effects like character edits and palette edits. At one point I wrote a quick program that would convert flc videos into a series of character sets readable with megazeux.. Although I must say the quality on yours looks much better than mine, heh, keep up the great work!
Btw, does anyone know where to find that ascii-quake thingy? I know of the 'linux-version' (regular quake rendere through aa-lib), but can anyone point me to a windows/dos version?
WoW! :) My first spining 3d cube was in text mode. But just because I was at the university under a linux termimal and the X server was not installed. But I have never seen something like that!
I went to DigiPen, and the first game project (at the time) had the only requirement of being an ASCII game. Needless to say, aspiring game programmers took that to mean "ASCII art", but not just that. No, not just that... For those of you who can manage an 8 meg download, this one is definitely worth seeing. Just press 'D' then 'Enter' from the main menu. hehehe.
Super Adventure Puzzle Fighter Alpha 2 Gold: Text Edition
Actually, I DID write a 80x40 textmode emulation using d3d - using about 12k faces to render the screen - ran about 100fps on geforce256ddr =) I managed to do both front and back color in one pass (single texture).. I might release the source code someday.
As far as I know the font remapping is impossible without some rather horrible hacks (like getting to fullscreen is) - but I think that's a good idea. I've never liked the font remappings. The only demo ever to use font remapping for some useful stuff was Future Crew's Yo! - you couldn't tell that it was in textmode. As such, I don't count it as a textmode demo.
I ran couple textmode demo competitions - most of the demos can be found on http://tmda.planet-d.net - and the rules I set especially said that font remapping, palette changes, etc hacks are illegal. Demos should be printable =)
A new text mode demo compo is being planned, but I won't be organizing it.
As far as I know it was available on linux only. Under linux, aalib can be used as a direct replacement for graphics libraries (now then, WHICH standard, I have no idea), while on windows side it's not that simple..
>As far as I know the font remapping is impossible without
>some rather horrible hacks (like getting to fullscreen is)
>- but I think that's a good idea.
Naturally, I meant "but I don't think that's a good idea" here.
We once made a text-mode demo called "Viritys" at one demo party. All we basically did was taking all our 320x200 8-bit mode effects (voxels, water and distortion effects, rotozoomers etc) and fitted them into 80x40 ansi mode. No palettes or font remapping used except blinking was disabled to get 4 bits for the bg color too :)
Now, the best part is that it looked very good on the big screen, far more better than on monitor. After the party when the demos had been released, some people actually sent us mail crying that "is there something wrong with my monitor/videocard - the demo looks bad!" ;)
I wish there were still text mode demo competitions...
Sampsa Lehtonen wrote thus:
>I wish there were still text mode demo competitions...
I'll post this on the main thread.. another text mode demo competition (TMDC4) is on the works, but I won't be organizing it myself. There will be an announcement on flipcode about it when the deadlines and prizes and stuff are set.
A textmode demo archive can be found on http://tmda.planet-d.net btw, although most of them require dos and some also require gus.
Nice collection over there! I noticed you gave our Textro only one star though... :(
Anyway, nice IOTD -- that library makes text demos possible for almost anyone. It's fun to see what one can do with a hand or two tied behind their back.
Sorry for the rating but I did explain why on the page. I think that tweaking text mode to look good is not the right way of approaching the problem =) It *IS* possible to make textmode demos that look good, without changing the font in order to get an akward graphics mode.. same goes for palette etc. Why bother? You can get the same result with much less hassle by using a 16-color graphics mode. Instead, one could think what one can do that looks cool in extremely low resolution and low color screen.. =)
Yeah, I hear ya. I understood your ranking. But to be fair, it was the first one in the PC demoscene (it's the oldest on your list, predating Win95), so we weren't bound by tradition or the rules of the textmode competition. We just decided that we'd limit ourselves to textmode -- no other limitations -- and see what we could do. I think some of the tweaks we pulled off were impressive in and of themselves.
Anyway, textmode is a pretty cool thing. It forces you to get creative. Handhelds are a good place for that too. Oldskoolers dig that sort of stuff for some reason -- they must just like feeling cramped by limitations like the ones hardware used to impose. :)