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#486 dx2
dimalink · 3 months
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Sunset amongst the sands – dungeons and magic
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Pixel art based for today based on videogame Exile for game console Sega Mega Drive. As I can see it is action rpg. I think it is interesting. Interesting adventure. And level up. Explore of some caves, something like this. Dungeons. I think.
And this is my drawing about the same theme. Sands. Desert land. There are lots of cities here, that have a ancient history. And lots of treasures in ancient dungeons. They are abandoned by mages. Jeans and elementals often prefer dungeons as a cover from hot weather.
Magic fairies are living in small oasis in forests. People say you even can see a unicorn there.
It is magic desert land. People say, that someone resurrect master of skeletons. And he starts to resurrect more skeletons. But it is far away from here. But you can check this rumor. Or that somewhere faraway there is a land of endless sunset. And if to go into another direction you can find region of extreme hot weather. From those places are goes elementals and demons.
These place has lots to discover. But main trouble for locals – it is big scorpions. They were summoned by some sorcerer-fool by mistake. And he cannot tame them.  Now they are problems for locals. If you to solve this - you will gain a big experience as explorer and adventurer.
Pixel art also based on game I like. And I played it before New Year. It is Bit Dungeons 2. Simple roguelike, action role playing. I like it a lot. So, this picture is also about such action rpg. About desert theme.
As it is a free travel through the world. Explore locations. And as idea  - to check rumors. About some treasures or events. Which are happening in a world. You can travel any direction, check any rumor. Easy play game, as idea. It is pixel art only now. Travel for relax.
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Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html ITCHIO: https://dimalink.itch.io/ GAMEJOLT: https://gamejolt.com/@DimaLink/games
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dimalinkrus · 1 month
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Техника 16 бит
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Пиксель арт на сегодня по мотивам видеоигры Advanced Daisenryaku для игровой приставки Супер Нинтендо. Сила 16 бит в том, что там бывают разные игры. В том числе и варгеймы.
Стретегии. Какая-то стратегическая про танки и что-то на историческую или псевдоисторическую тему. Варгейм. Шестиугольные квадратики. По которым надо передвигать свои ресурсы. А потом враг делает тоже самое. Как шахматы. Почти. Тоже интересный жанр. Добавляет разнообразия в игровую библиотеку. Даже самому захотелось пару картриджей на Супер Нинтендо!
А это мой рисунок по мотивам. Давно мечтаю что-то на тему простого варгейма. Вот и рисунок получился.  Тоже варгейм получается. Я заметил, что в исходной оригинальной игре указан год 1939. Это наверняка что-то значит. Но я не хотел бы переходить в исторический момент. А скорее, как общая идея. Вот эпоха 1939 и около того. Но в немного фантастическом формате. Псевдоисторический такой тип. Или может лучше вообще не привязываться к исторической эпохе.
И как видно все юниты – это просто силуэты. Их можно нарисовать много. Самых разных форм. Из разных эпох. Варгейм будет про технику. И это может быть лес, пустыня. Не сложные пиксельные ландшафты. И можно сказать даже такой варгейм аркадного плана. Но пока это только рисунок.
Игра, например, будет идти просто по картам. Карта 1. Карта 2. И так далее. С разными ландшафтами. Такое простое ретро. Можно сказать посвящается теме Супер Нинтендо,16 бит, IBM PC MS DOS 386SX2, 486 DX2. И помню сам играл в игру Фэнтези Генералы (Fantasy general), очень понравилось. Но много не поиграл – сложно. Для меня это сложно. Надоело. А вот если такого типа, но чтобы не сложно было играть. И каждый мог сыграть. Вот еще когда играл в fantasy general такая мысль была. Все такие такой легкий формат, развлекательный. Пока картинка только.
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Дима Линк делает ретро видеоигры, приложения, немного музыку, пишет истории, и еще некоторое ретро.
ВЕБСАЙТ: http://www.dimalink.tv-games.ru/home_rus.html ИТЧИО: https://dimalink.itch.io/ ГЕЙМДЖОЛТ: https://gamejolt.com/@DimaLink/games
БЛОГЕР: https://dimalinkrus.blogspot.com/
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ridtube · 1 year
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commodorez · 5 years
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AST Bravo LC 4/66d
IBM Blue Lightning DX2 (a rebadged Cyrix 486) 16MB RAM Creative CT2950 aka Soundblaster 16 ~500MB HDD Windows 95 RTM
It may not be precisely my first computer, but it’s mighty similar. 
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darth-azrael · 3 years
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Digital Archaeology – Expedition #3 – Gateway 486 DX2-66
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koney-scanlines · 4 years
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cYriX 486 DX2
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argumate · 4 years
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Hey argumate I'm trying to replace the floppy drive on my gateway2000 4dx2-50v (486 pc) and I cannot figure out the bios settings to save my life, accidentally made the hard drive unrecognizable in the process, the somabitch that owned the pc before me had a kolorado tape drive that the floppy drive daisy chained through.
aw man I’m getting all sentimental here, my 486 DX2 was probably the best computer I ever owned.
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monochrome-monitor · 6 years
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486 PC - DX2 66MHz 16MB RAM 970MB HDD / ISA MS-DOS Computer 4 33 100 CF
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componentplanet · 4 years
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How Much Does It Matter That PCs Are Faster Than Consoles?
Earlier this week, I argued that the backward-compatibility features Microsoft is launching with the Xbox Series X will put consoles on an equal footing with PCs for the first time ever. My point was not to claim that PC and console gaming would now literally be identical, but that adding accessory and software backward compatibility represented the last major feature gap between the two platforms and that the Xbox Series X represented a convergence between PC and consoles.
Plenty of readers disagreed. This article is the first of several I intend to write on various counter-arguments or views raised by readers. According to some vehement readers, the entire point of PC gaming is to maintain higher frame rates than anything a console is capable of. Speed (and to a lesser extent, higher detail levels) aren’t just a nice perk — they’re the defining characteristic that separates PC and console gaming. 60fps is one common target, but some of the people who responded claimed higher targets, including 144 and even 240fps. Many of the same people who emphasized this argument made other comments indicating they believed I was a console gamer.
For the record, I’m not. I’d estimate upwards of 95 percent of my total lifetime gaming has been done on a PC, and I’ve been a PC gamer since 1987. Obviously people are allowed to value anything they want about a platform, but I want to talk about the idea that PC gaming is explicitly about high frame rates. I think whether you associate PC gaming
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specifically with fast gaming depends, at least in part, on when you grew up.
PCs Used to Be the Slowest Gaming Solution Around
When I was young, PC games were slow. While there were 8-bit machines from Atari and Commodore that offered richer graphics and audio options, the generic hardware in the IBM PC and its immediate successors wasn’t well-suited to fast-paced gaming. Graphics on the PC began as a crude series of static images — the first graphical adventure game, Mystery House, was published in 1980 by On-Line Systems, the forerunner of Sierra On-Line. Lists of the best games of the 1980s are dominated by RPGs, simulations, and adventure games.
Games that primarily relied on typed input mostly didn’t rely on fast gameplay to avoid turning them into inadvertent typing speed tests. Early Sierra games like Kings Quest I – III, Space Quest I and II, Police Quest I, and the original Leisure Suit Larry didn’t even pause the game when you started to type.
I went to my friends’ houses to play games like Legend of Zelda, Super Mario Bros., and Double Dragon because they were faster and smoother than anything I had access to at home. Platforming on the PC in the late 1980s looked like Captain Comic, shown below. I beat this game. It wasn’t nearly as much fun as Super Mario Bros. and it didn’t play as well. This blog post dives into some of the technical reasons why a $2,000 PC in 1991 couldn’t match a $200 console — because, at the time, it couldn’t.
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If you fell in love with PC gaming in this era, it wasn’t because PCs outperformed consoles. It took far longer to load data off a floppy disk or even hard drive than an NES cartridge, and the NES, Genesis, and Super Nintendo had better graphics than the PC at launch. You played Ultima IV: Quest of the Avatar instead of Final Fantasy because Ultima IV actually let you talk to each and every NPC, asking them detailed questions about their lives, as opposed to limiting the NPCs to single-response answers. Ultima IV had standard RPG elements like levels and spellcasting, but part of the feeling of progression came from learning which NPCs knew what information and puzzling out various webs of information. Squint a little and it’s an organic quest system without the in-game tracking.
Consoles had nothing to match this kind of capability. In the era before dialog menus, keyboard support made game engines feel as if they supported far richer levels of text interactivity than they actually did. It’s an advantage the PC lost after games moved away from emphasizing text input and towards the use of dialog menus.
In the late 1980s, if you wanted to make a game run meaningfully faster, you copied it to your hard drive. A faster CPU would play animations faster, but games of the day loaded data one screen at a time. Above a certain point, running a game off multiple 5.25-inch floppies and swapping between them hit performance much harder than a slower CPU. You also ran the risk of discovering one of your floppies had gone bad mid-game. If you wanted fast, animated, on-screen gaming, you bought a console. If you wanted deep, thoughtful, slower-paced titles, you played on PC.
Games like Wolfenstein 3D and Doom made tremendous waves in the PC market precisely because they were some of the first PC games to offer fast-paced, arcade-like play. But Wolf 3D didn’t show up until 1992, with Doom following in 1993. At the time, I could play Wolfenstein 3D reasonably well on my 386SX-16 with 8MB of RAM, but I had to shrink Doom to postage-stamp size to play it, and the only version of Doom 2 I had access to required a CD-ROM, which my machine didn’t have. I played older games like Civilization on my home PC and titles like Civilization II and Doom 2 on my best friend’s computer, since his parents had bought a 486-DX2. CD-ROM capabilities were huge in the mid-90s and game developers quickly found ways to offer additional features on the CD-ROM versions of their games.
Performance Evolves Slowly
The arrival of 3D cards in the late 1990s revolutionized gaming, but they didn’t immediately unlock super-high frame rates for your average PC gamer. Higher spend has always equaled higher frame rates, but the speed at which the market moved and the higher number of variables to track made it harder and more expensive to get decent performance than it is today. In 1997, if you had money, you bought a Pentium or Pentium II. If you didn’t have money, you bought a K6 or K6-2.
The arrival of Athlon in 1999 kicked off the first high-end war between AMD and Intel, but I’d bought my first system in 1997. As a college student, I was firmly in the “don’t have money” crowd, and these are the kind of frame rates you got from Quake III Arena in 2000 if you had, say, a K6-2 300. All of these graphs are from nearly the same period of time — two articles from Anandtech, written in June and November of 2000. All images below by Anandtech.
Image by Anandtech
Here’s the same test from a K6-3 450:
Image by Anandtech
Finally, the same test at the same resolution, running on an array of higher-end CPUs:
Graph by Anandtech
Only one of those graphs — the last one — looks like the kind of CPU results we see in games today. The K6-3 was so much faster than the K6-2 thanks to the combined impact of an on-die L2 cache and its higher clock speed. What’s unusual is that the large performance gains aren’t confined to the highest-end GPU, but show up even when tested with older cards like the TNT2 Ultra. Even a low-end card like the Voodoo 3 2000 showed much stronger CPU scaling than what we see today. And all of these chips were new by modern standards  — the K6-2 300 was less than 2.5 years old in November 2000. The “old” Voodoo 3 2000 was barely 15 months old.
My initial forays into overclocking were driven by a desire to squeeze more performance out of budget hardware so I could game at something that didn’t look like potato quality running at terrible frame rates. That was scarcely uncommon. In the era when CPU and GPU performance were both leaping ahead, relatively few people could afford to stay on the absolute cutting edge of technology. While Quake 3 showed what looks like modern CPU performance clustering, this wasn’t universal. Compare it with Unreal Tournament, from the same review:
Image by Anandtech
Games like Unreal Tournament still showed strong impacts from CPU and illustrated how quickly the market was moving. The Athlon 500 (KX133) that couldn’t even hit 45fps? It was a few days short of its first birthday. If you had wanted to stay on top of that mythical 60fps target, you might have found yourself replacing $500 – $1,000 worth of components every single year. I’m sure some people did. Most didn’t.
The Limits of FPS as a Metric:
There are three specific reasons I’ve spent so much time on the history above. First, I wanted to illustrate how the evolution of gaming itself has changed which system components need to be upgraded in order to improve performance, and how much the position of PCs versus consoles has changed.
Second, I wanted to emphasize that defining PC gaming strictly in terms of high frame rates is ahistorical relative to how many of us experienced that history. The fastest CPU you could buy the month after Quake came out (June 1996) was a Pentium 200 MMX. The minimum CPU requirement for Quake 3 Arena in 1999 was a Pentium II 233. There was no upgrade path between the two platforms. Most PC gamers didn’t spend thousands of dollars every single year to stay current on hardware. You bought when you could, overclocked where you could, and played what you could with the result.
Third, I wanted to discuss how attempting to define gaming superiority in terms of how frame rate punishes PC players who simply can’t afford to spend as much money as others. By extension, it implies that the only valuable games are games that can push PC hardware. There’s nothing wrong with having enough disposable income to choose a higher-performing platform or with loving games that push the envelope, but you aren’t less of a PC gamer just because you game on a low-end PC. One of the best aspects of the indie boom has been a proliferation of games that don’t require much in the way of hardware. A low-end 2019 laptop may not play much in the way of modern titles, but it’ll play the biggest hits of 1997 – 2007 just fine.
Like a lot of you, I enjoy playing PC games at higher frame rates than consoles typically offer. Like a lot of you, I consider this a major strength. I don’t, however, consider higher frame rates to be an intrinsic advantage of the platform. They’re only an advantage if you have access to them in the first place, and not all PC gamers do. There are a lot of flaws in the Steam Hardware Survey, but according to the best data we have, the GTX 1060, 1050 Ti, and 1050 are the top three GPUs on the market today, with 28.92 percent of the market between them. The people who buy those GPUs are still PC gamers, but they aren’t necessarily enjoying better frame rates than they’d see on an Xbox One X.
I’m happy to acknowledge superior performance as a current perk of building a high-end gaming PC, but you can love PC gaming passionately and be stuck doing it on old equipment. There’s no question that it’ll be possible to build a PC that outperforms the Xbox Series X,
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but I don’t consider faster frame rates to be a fundamental characteristic of PC gaming as a category — just a really nice benefit I’m happy to take advantage of when I have the money and the opportunity.
Now Read:
The Next-Generation ‘Xbox Series X’ Is Actually Just Called Xbox
Microsoft’s Xbox Series X Just Ended the PC-Console War
Best Games for Laptops and Low-End PCs in 2020
from ExtremeTechExtremeTech https://www.extremetech.com/gaming/303658-how-important-is-performance-pc-versus-consoles from Blogger http://componentplanet.blogspot.com/2019/12/how-much-does-it-matter-that-pcs-are.html
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dmvisbot · 5 years
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GALAXIA.WAD Author: Pavel Hodek (CZ) Date: 07/28/94 Description: - This is my first creation. But I tried to avoid mistakes like too high sector, too long line, HOM, texture misalignment and such ... - It took me many hours and when I finished the level after several weeks, I didn't want to have just a few soldiers. So, this is gonna be tough. - No Cyberdemon, but several spiders. But wait! The one in the first room is here just for the story and will be killed later. All other spiders are only decorations and won't be killed. A few cacos and barons. (total: over 330 enemies) - You will be given all weapons except the BFG. - Don't believe in invulnerability. (It sucks). - There are no traps or places where you would stuck. - No puzzles, just an instant and hard action. Hey, this is DOOM! - My plan was to design an original subway area and sewers. (of course). When I started, I hadn't played a single pwad before. So I didn't steal any idea, just was not first. - THE LEVEL WAS DESIGNED FOR ONE PLAYER ONLY AS A STAND ALONE WAD. PLAY THE LEVEL AND QUIT. YOU SHOULD HAVE A FAST 486 (designed on DX2-66 VLB). - I can complete the level in about 50 minutes.
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80486dx2-blog · 7 years
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Chips graveyard.
When no chipset available.
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dimalink · 3 months
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Robots in desert
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3d art for today based on videogame MechWarrior 2 for system IBM PC MS DOS. It is a game about a big war robots. Graphics it was, a schematical, as I name it graphics based on squares, in old times I say like this. Square graphics. Graphics made out of squares. But for those time, it made a big impression. True simulation of robots at the different planets. Very big scale videogame. Lasers, I remember, they get overheat. As a simulation.
There is day and night. Even like this. I remember a moment in a desert. I played it with 486 DX 2 computer.
And this is my 3d scene based on this. So, real thing, is that I dream for a long time to get learn how to do something similar as graphics in MechWarrior 2. So, I remember how I run program Paint in Windows 98 and 98. And try with lines to draw something like that. But in those days, I have no idea, that this thing good to model in 3d editor. And I don not know what editors it was in those days.
But today it is easy to make in Blender editor. For example. Graphics I keep schematical to keep presence of feeling of those times. Effect from those times. And in any case, it is possible to add details.
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So here we see two robots, and background is factory. Somewhere in desert. Robots are as big as buildings. As some schematical mountains are here in form of triangles. It is all going on another planet. So, it is 3d art, that I have dream to make for a long time. Some imitation of MechWarrior 2 graphics. And I remember it was something about 31 century in game.
One robot in style of Mad Cat. Lots of players likes this robot. It is a symbol of series. And second is something like Daishi. Heavy, very heavy robot. My brother likes it a lot. Vert massive. And super heavy robot. A Mad Cat it is a some style, for robots, cause of design. I think it is medium.
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3d scene based on this game. As I remember it was lots of versions of second MechWarrior. Game makes a big impression! Three dimensional robots. In desert, for example. So, this year, I stop to fear interface of Blender, and I cannot not to do such a three dimensional scene.
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Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html ITCHIO: https://dimalink.itch.io/ GAMEJOLT: https://gamejolt.com/@DimaLink/games
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dimalinkrus · 3 months
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Роботы в пустыне
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3д арт на сегодня по мотивам видеоигры MechWarrior 2 для системы IBM PC MS DOS. Это игра про огромных боевых роботов. Графика там условная из квадратиков как я это называл в то время. Но для того времени это производило огромное впечатление. Настоящий симулятор роботов на разных планетах. Очень масштабная игрушка. Лазеры я помню там перегревались. Как симулятор.
Есть день и ночь. Даже.  Запомнился момент в пустыне вот. На компьютере 486 DX2 играл.
А это моя трехмерная сцена по мотивам. Собственно, очень давно мечтал научиться делать хоть что-то похожее как графика в игре MechWarrior 2. Помню, как запускал пайнт (Paint) программу в виндоус 95 и 98 (windows 95/98). И пытался там линиями рисовать такое. Но тогда я не знал, что это надо моделировать в 3д редакторе. Не знаю какие были редакторы в то время.
Но сегодня все это легко делается в редакторе Блендер, к примеру. Графику оставил схематичной специально чтобы получить эффект как из того времени. А так деталей можно было бы и добавить.
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Тут изображены два робота на фоне завода. Где-то в пустыне. Роботы большие как здания. И какие-то условные горы в виде треугольников. Это все на другой планете происходит. В общем это 3д арт, который давно мечтал сделать. Какое-то простое подобие MechWarrior 2 графики. Там в игре я помню было что-то про 31 век.
Один робот в стиле Мэд Кэт (Mad Cat). Многим этот робот нравился. Это символ серии.  А второй что-то наподобие Дайши (Daishi). Тяжёлого, очень тяжелого робота. Мой брат обожал такой. Очень массивный. И супертяжелый робот. А Мэд Кэт такой со стилем робот по своему дизайну. Средний, наверное.
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Трехмерная сцена по мотивам этой игрушки. Как помню версий второго MechWarrior было очень много. Игрушка тогда захватывала воображение! Трехмерные роботы. В пустыне, например. В этом году перестал бояться интерфейса программы Блендер и не мог не изобразить такую трехмерную сцену.
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Дима Линк делает ретро видеоигры, приложения, немного музыку, пишет истории, и еще некоторое ретро.
ВЕБСАЙТ: http://www.dimalink.tv-games.ru/home_rus.html ИТЧИО: https://dimalink.itch.io/ ГЕЙМДЖОЛТ: https://gamejolt.com/@DimaLink/games
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commodorez · 5 years
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IBM Blue Lighting 486-DX2
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darth-azrael · 7 years
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Digital Archaeology – Expedition #3 – Gateway 486 DX2-66
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koney-scanlines · 5 years
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486 dx2 66 mHz vESA LocaL bUS
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