Complex · The Gathering 1995 · 320×200 / mode 13h
Software 3D path from stage 7: fixed-point 3×3 rotation
matrix, per-vertex transform, divide-by-depth projection to a
320×200 target centered at (160,100).
Base render stays 320×200 like mode 13h, but the
3D pass and blit run at 320·N × 200·N internally and the canvas
uses full devicePixelRatio — so it's razor-sharp on retina and
4K. ×8 ≈ 2560×1600 internal.
All effects below are reconstructed from the static
dissection in dope-analysis.html — the matrix math,
additive composition, bitmask depth partition and nibble/palette
compromises described there, driven on the GPU instead of a 486.