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Questions tagged [gaming]

Retro games, both hardware and software-based. ⚠️ NOT EVERY GAMING QUESTION IS ON-TOPIC. See tag wiki for guidance.

12 votes
2 answers
3k views

If you grew up playing Playstation or Playstation 2 games, you probably saw one of these screens or something similar: Silent Hill, 1999 Resident Evil 2, 1998 Silent Hill 3, 2003 Devil May Cry, ...
Grammer's user avatar
  • 231
4 votes
1 answer
1k views

After reading this, I wonder how the position of every sprite in the screen was calculated in games with several sprites moving around in the screen (enemies, shots, ...). It seems like too many ...
neutrino's user avatar
  • 215
6 votes
0 answers
299 views

I’m using the Neko Project 21/W PC-98 emulator to explore Disc Station Vol. 11 (Compile). Inside the disc’s OMAKE section, I found ANGL.EXE, which shows several .ANG files as images/animations in the ...
asdronin's user avatar
24 votes
2 answers
2k views

Must have been around 1985, I bought Elite for the ZX Spectrum. I had already seen it a friend owning a BBC micro, so - first thing I did to get into a quick fight was launch from the docking station, ...
DanRechtsaf's user avatar
25 votes
2 answers
6k views

I've looked through the code* for the arcade Space Invaders, but I don't easily see how the alien movement gets faster as the game progresses. It draws one alien every screen refresh (not sure if ...
Mike's user avatar
  • 943
12 votes
2 answers
526 views

MP/M systems were capable of having multiple simultaneous users on terminals sharing files. Are there any known examples of games that leveraged this to create multi-player games where players would ...
rbanffy's user avatar
  • 869
4 votes
1 answer
427 views

At this point in this video: https://youtu.be/36sx1j4j7RM?t=16 You'll see four Sega Rally arcade machines hooked up to each other (or perhaps two double ones), running the "attract mode" ...
Stan's user avatar
  • 51
6 votes
0 answers
576 views

I'm analyzing the disassembled code of Super Mario Bros. (NES) and came across some logic related to hidden 1UP mushrooms. While debugging the game alongside the code, I noticed something unexpected: ...
da_miao_zi's user avatar
10 votes
1 answer
835 views

I got really stoked by the release of original Raptor v1.2 source code on https://github.com/skynettx/dosraptor with the blessing of the Scott Host. However, although I tried both 86Box with MS-DOS 6....
user213769's user avatar
24 votes
4 answers
4k views

The very first PC could do stuff only seen in arcade games, like graphics mode vertical scrolling. It involved a little known 160 x 100 video mode called "lores" that was almost ...
Miss Understands's user avatar
8 votes
1 answer
2k views

It started off with CGA and then it supported EGA, and I thought it got very popular with each version. But around the year 2000 it just disappeared, and the Wikipedia article doesn't really say why. =...
Miss Understands's user avatar
15 votes
3 answers
3k views

After looking in to the video game consoles of the 80s and 90s, I see that they relied upon video chips that do most of the work required to display graphics for games. The CPU simply tells the video ...
Alex Cannon's user avatar
7 votes
0 answers
330 views

An easy way to transmit game state over the Internet is via TCP sockets. These provide a reliable data stream, and for slow-paced games they work well. For arcade-style games, however, a dropped ...
fadden's user avatar
  • 10k
13 votes
2 answers
2k views

The CWI software archive on GitHub contains the Algol-60 source code for a gomoku-like game. It is runnable with your favorite Algol-60 compiler and a little elbow grease (in particular, taking the ...
Leo B.'s user avatar
  • 22.3k
8 votes
1 answer
771 views

(I originally asked this in the "gaming"/Arqade section. However, it was suggested by a commenter that I should instead migrate it here. Since I don't know how one "migrates" a ...
user296681's user avatar

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