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Mode 13h: MS-DOSify!

Mode 13h: MS-DOSify!

by HandLock_ • Downloads: 0 • Followers: 0
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License: AGPL v3+

Mode 13h: MS-DOSify!

An Iris shader pack for Minecraft that recreates the look of late-90s MS-DOS 3D graphics with deliberate retro accuracy.

A screenshot of a Minecraft daytime scene with the shader pack.

Mode 13h: MS-DOSify! is not just a generic “pixelation” shader. It aims to reproduce the actual visual limitations and quirks that gave old DOS-era 3D games their unmistakable look: low resolution, wobbly software texture mapping, a fixed 256-color palette, colormap lighting, billboarded sprites, and vanilla-accurate fog.

It supports the long-term Minecraft versions 1.20.1, 1.21.1 and 1.21.11 with Iris or Oculus; every release is tested on all three. 26.x and other versions are best-effort.

Recommended render resolution: 1280 x 800
The shader pack is designed to downscale by 4x to an internal 320 x 200 image, matching classic Mode 13h output.
For the most authentic look, stretch the final image to 4:3 to reproduce the era’s non-square pixels.

🧾 Why This Exists

A lot of “retro” shaders stop at chunky pixels and call it a day.

Mode 13h goes further. It tries to recreate the specific rendering artifacts that defined old DOS-era 3D, including the quirks modern graphics usually try to hide or eliminate. The goal is not just to look old — it is to feel like an actual late-90s PC pushing textured 3D slightly beyond its comfort zone.

A screenshot of a Minecraft night-time scene using the shader pack.

✨ Features

📺 Authentic low-resolution output

  • The image is downscaled to a Mode 13h-style 320 x 200 internal resolution.
  • This gives the shader pack the crunchy image structure typical of classic DOS graphics.
  • Textures pick their mipmaps for that 320 x 200 image, so distant surfaces don't shimmer.

🧱 Quake-style texture mapping

  • Like Quake, textures are perspective-correct only every 16 pixels and linear in between, giving the subtle texture wobble of software-rendered 3D.
  • Want the full PlayStation-style warping? Switch to affine mapping. Prefer it clean? Perspective-correct is there too.

🎨 A real 256-color palette

  • Every pixel is drawn from a fixed 256-color palette, like a DOS game's own.
  • The default ramp palette has 16 Minecraft hues (stone, dirt, grass, water, lava, gold…) in 16 shades each.
  • Prefer the classic? Pick the stock VGA palette, or the computed RGB332 and 6 x 6 x 6 palettes.
  • Or play in the colors of a classic: Wolfenstein 3D, Doom, Heretic, Hexen, Quake, Duke Nukem 3D, Daggerfall, or the Mac OS system palette.

💡 Colormap lighting

  • Textures only use palette colors, and shadows step down each color's ramp instead of dimming smoothly — just like the colormaps of Doom and Quake.
  • Light is quantized into configurable brightness steps; 16 matches vanilla Minecraft’s light levels.

🌫️ Vanilla-accurate fog

  • Fog matches vanilla on each Minecraft version (curve, distance shape, render-distance fog), and clouds fade out like vanilla's.
  • Start and End scales push it thicker or farther; set Start to 0.50 for the denser fog of 2.x.

🪧 Billboarded sprites

  • Flowers, grass and saplings, mushrooms, kelp, seagrass and coral, cave vines, sugar cane, pointed dripstone, torches, lanterns, chains, amethyst, bamboo and hanging propagules render as 2D billboards that always face the player.
  • This mimics the sprite-based tricks commonly used in older 3D games.
  • Signs and more blocks can billboard too, with the add-ons below.

✋ Painted viewmodel

  • First-person hands and held items are drawn flat and unlit, like the painted weapon sprites of old shooters.
  • An ordered dither at 320 x 200 scale breaks up their gradients before the palette.

💧 Night water

  • Water turns darker and more opaque in low light, so rivers and oceans read as black depths at night.

⚙️ Configuration

The shader includes a configuration menu with several options so you can fine-tune the effect to your taste.

You can adjust things such as:

  • Pixel scale (resolution reduction)
  • Palette: ramp, stock VGA, RGB332, 6 x 6 x 6, Mac OS, seven classic game palettes, or off
  • Colormap lighting, light steps and ambient floor
  • Texture mapping: subdivided, affine or perspective-correct, and the span width
  • Fog start and end, and Cloud Distance (match your video setting on 1.21.6+)
  • Hands: flat sprite look and dithering strength
  • Add-on compatibility toggles, which can be enabled or disabled individually

🔧 Technical Notes

  • Requires Iris or Oculus. OptiFine is not supported.
  • Supported: Minecraft 1.20.1, 1.21.1 and 1.21.11, tested before every release. 26.x and other versions are best-effort.
  • Targets OpenGL 4.1, so it can also run on macOS.
  • Lightweight: a handful of geometry passes and one final pass, no composites.
  • Upgrading from an older major version: settings for removed or renamed options reset to their defaults.

🧩 Add-ons

Mode 13h also has optional companion add-ons that expand the billboarding system.

Important: Add-ons are not included with the shader pack. They must be downloaded separately.

🪧 Flatter Signs

Flatter Signs is a mod that changes signs into cross/hatch models, allowing Mode 13h to billboard them like flowers or grass.

Without the shader pack, those signs simply render as flat cross/hatch objects. With Mode 13h enabled, they become proper DOS-style billboarded signs.

🧱 Billy Boarding

Billy Boarding is a resource pack that changes the .json block models of selected blocks so they become cross/hatch-based and therefore compatible with the shader’s billboarding system.

It covers cakes and candle cakes, flower pots and potted plants, anvils, bells, brewing stands, cactus, crops and fire.

If you install these add-ons, you can enable or disable their dedicated support from the shader configuration screen.

🌌 Recommended with a Stylized Sky

For the best overall presentation, it is recommended to pair Mode 13h with a stylized skybox.

At the moment, the recommended choice is Better Sky. It uses the OptiFine sky format, so it needs the mods Nuit and Nuit Interop.

A bespoke skybox made specifically for Mode 13h may come in the future.

❌ What It Is Not

  • Not just a simple “pixelation” filter
  • Not a generic CRT-style retro effect: it emulates the signal, not the monitor. No CRT curvature, scanlines or bloom; stretch to 4:3 yourself.
  • Not a clean or modernized take on retro visuals

Mode 13h intentionally embraces visual instability, harsh quantization, and awkward old rendering tricks — because that is the whole point.

❓ FAQ

Clouds don't show up on 1.21.1

Sodium draws clouds with its own renderer, which Iris skips, so clouds are missing with every shader pack on 1.21.1. This is not a Mode 13h bug.

To fix it, open your instance folder and add this line to config/sodium-mixins.properties (create the file if it doesn't exist), then restart the game:

mixin.features.render.world.clouds=false

Vanilla clouds then render through the shader.

How do I set the cloud distance? (1.21.6+)

Clouds fade out at Video Settings → Cloud Distance. Shaders can't read that setting, so set Shader options → Fog → Cloud Distance to the same number of chunks. The default, 128, is vanilla's default.

Before 1.21.6, clouds fog at the render distance like terrain, and the option does nothing.

Enchanted items look dark in the hotbar on 26.2

This is an Iris bug on 26.2 and happens with every shader pack (Iris #3348). Hotbar and inventory items are drawn after the world with vanilla's own shaders, so no shader pack code runs on them and Mode 13h can't fix it. It goes away when Iris fixes it.

What is the Ramp palette, and how do the palettes differ?

  • Ramp (default): built for this pack. It has 16 Minecraft hues (gray, stone, dirt, wood, sand, grass, foliage, water, sky, red, lava, gold, amethyst, skin, diamond, crimson), each in 16 shades from black to near-white, like Quake's palette. Colormap lighting steps down these ramps, so it keeps Minecraft's colors best.
  • VGA: the stock palette a VGA card booted with. It has the 16 EGA colors, a gray ramp and a hue wheel, so it looks generic and saturated, as games did when they had no palette of their own.
  • RGB332 / 6x6x6: computed by splitting each channel evenly. They give a uniform color grid with visible banding and no hand-made ramps.
  • Mac OS: Apple's 1987 system palette, a 6 x 6 x 6 cube plus red, green, blue and gray ramps.
  • Game palettes (Wolf3D, Doom, Heretic, Hexen, Quake, Duke 3D, Daggerfall): the palette each game's 3D world used. Minecraft takes on that game's colors, but some blocks shift hue because those palettes have fewer Minecraft-like ramps.
  • Off: full color.

🖇️ Credits

  • Shader pack & idea: HandLock_

Licensed under AGPL-3.0-or-later.

🛠️ Development

See AGENTS.md.

“If the textures don’t wobble, it’s not old enough.”

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.3 26.2 26.1.x +2
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
[3.1.0] 3.1.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 3.1.0**

  • Added:** Golden Days option: seagrass no longer tears across the screen, and
hanging mangrove propagules keep Golden Days' look.
  • Added:** Golden Days 2D Candles option: billboards Golden Days' flat candles, each
one on its own.

— HandLock_

[3.0.0] 3.0.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 3.0.0**

  • Added:** Cloud Distance option: match your video setting so clouds fade out like
vanilla (1.21.6+).
  • Changed:** 1.21.11 is now tested before every release, alongside 1.20.1 and 1.21.1.
  • Changed:** Fog Start Scale defaults to 1.00, so fog starts where vanilla's does.
  • Changed:** Clouds and fog follow vanilla on each Minecraft version (curve, cylinder
distance, render-distance fog, cloud fade).
  • Fixed:** Wall torches no longer stretch sideways on 1.21.11 and 26.x.
  • Fixed:** Clouds on 1.21.11 and 26.x were too transparent.
  • Fixed:** Stars and the sunset glow are never fogged, like vanilla.
  • Fixed:** The void below the horizon is fogged like vanilla on 1.21.6+.
  • Fixed:** Seagrass and tall seagrass were invisible.
  • Fixed:** Enchantment glint and lightning fade out with distance and glint ignores
light, like vanilla.
  • Fixed:** Glowing eyes fade out with distance before 1.21.2, like vanilla.
  • Fixed:** The world border is no longer fogged.
  • Fixed:** Enchantment glint on held, dropped and worn items on Minecraft 26.3.
  • Removed:** Fog Density Scale: vanilla fog is never exponential.

— HandLock_

[2.2.0] 2.2.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 2.2.0**

  • Changed:** Ambient Floor defaults to 0.00: darkness now matches vanilla.
  • Changed:** License is now AGPL-3.0-or-later.

— HandLock_

[2.1.2] 2.1.2 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 2.1.2**

  • Added:** Billy Boarding: potted pale oak sapling, eyeblossoms, golden dandelion and
poplar sapling (1.21.4+, with the matching Billy Boarding).
  • Added:** Billboarded pale hanging moss (1.21.4+), golden dandelion (26.1+), red
shrub and poplar sapling (26.3+).

— HandLock_

[2.1.1] 2.1.1 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 2.1.1**

  • Added:** Billy Boarding: potted cactus.
  • Added:** Billy Boarding: wall bells and pitcher crops.
  • Fixed:** Billy Boarding no longer mangles candles and sea pickles, which it has no
models for yet.
  • Fixed:** Billy Boarding potted plants no longer z-fight.
  • Fixed:** Billy Boarding: cakes, candle cakes, anvils and bells no longer show black
where their sprites are transparent.
  • Fixed:** Falling Billy Boarding anvils and falling pointed dripstone now face the
camera.

— HandLock_

[2.1.0] 2.1.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 2.1.0**

  • Added:** Palettes from Wolfenstein 3D, Doom, Heretic, Hexen, Quake, Duke Nukem 3D
and Daggerfall, and the Mac OS system palette.

— HandLock_

[2.0.0] 2.0.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 2.0.0**

  • Added:** A fixed 256-color palette, now the default: 16 Minecraft hues in 16 shades
each, like a DOS game's own palette.
  • Added:** The stock VGA palette, as an option.
  • Added:** Colormap lighting (default on): textures use only palette colors and
shading steps down each color's ramp, like Doom and Quake.
  • Changed:** Texture mapping defaults to Quake-style subdivision: perspective-correct
every 16 pixels and linear in between, a subtle wobble instead of heavy
warping. Full affine and perspective-correct are options (Texture Mapping).
  • Changed:** Textures pick their mipmap for the 320×200 output, so distant surfaces
shimmer much less.
  • Changed:** Rain and particles use the generic textured program; rain now wobbles like
other geometry.
  • Changed:** Fog and texture mapping take the pixel position from the vertex shader
instead of reconstructing it per pixel. Same look, less work.
  • Changed:** Viewmodel Dithering is now a strength slider; 0 turns it off.
  • Changed:** The option menu is trimmed (see Removed). Saved settings for removed or
renamed options reset to their defaults.
  • Fixed:** Surfaces seen at a very steep angle no longer smear, or show other blocks'
textures inside them or as lines along their edges, with subdivided
mapping.
  • Fixed:** 1.21.x flora (bush, eyeblossoms, dry grass…) billboards again; it broke in 1.0.3.
  • Fixed:** Copper Age chains and lanterns now actually billboard.
  • Fixed:** Stained glass, ice and other translucents no longer darken at night; only water does.
  • Removed:** Palette Mode and Bypass options, replaced by Palette (Off, Ramp, VGA,
RGB332, 6x6x6).
  • Removed:** Affine Mapping, Near Distance and Fade Range options (replaced by Texture
Mapping).
  • Removed:** Fog Tuning toggle, Start/End Offset and Minimum Range options. Fog keeps
its Start, End and Density scales; 1.00 is vanilla.
  • Removed:** Dither Strength option (merged into Viewmodel Dithering).
  • Removed:** OptiFine from the listed loaders. It was never supported.
  • Removed:** Programs that duplicated their Iris fallback, and an unused one. No visual change.

— HandLock_

[1.0.3] 1.0.3 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 1.0.3**

  • Added** new Copper Age blocks to billboarding list.

— HandLock_
[1.0.2] 1.0.2 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 1.0.2**

  • Added** hand options for dithering and no shading.
  • Slightly **changed** default fog options.

— HandLock_
[1.0.1] 1.0.1 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 1.0.1**

  • Added** billboarding to blocks from the newer versions.
  • Fixed** a small kelp issue.

— HandLock_
[1.0.0] 1.0.0 by HandLock_ on Oct 13, 2026
Download
  • Changelog – Version 1.0.0**

  • Initial Release:** This is the first release of Mode 13h: MS-DOSify!.
  • Tested on Minecraft 1.20.1 with Iris and Oculus:** The shaderpack has been thoroughly tested on Minecraft 1.20.1 with Iris/Oculus, but it should work on other versions too.
  • Future Updates:** Based on community feedback, future updates may extend compatibility to newer Minecraft/Iris/Oculus versions, and fix reported bugs.
  • Stability:** Feedback is appreciated! Let me know if you find any bugs through Discord or GitHub Issues.

— HandLock_
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