dml wrote:I have begun to document the method on my site - enough for things to make sense. It is certainly not a magic bullet but for the results it can generate, it is in some ways far easier to work with than some of the other methods available. I'll be posting concrete examples, tools and code before very long - including a scrolling playfield demo (as soon as the glitches are fixed). There's plenty more detail to add but it will have to be incremental as I'm busy most of the time.
Anima wrote:What I can think of is Galaga 88 for the STE using this technique.
Anima wrote:How does it fare when you have moving objects especially on full framerate? Does the quality of multi color perception change in this case?
dml wrote:Anima wrote:What I can think of is Galaga 88 for the STE using this technique.
I was a bit tempted to ask about this earlier - but I wasn't sure if the STE was too low spec for the X68000 emulation in general... I suppose if anyone would know the answer it would be you.
Dio wrote:Terminology note though - you use the phrase 'deinterlaced' but the ST is incapable of generating an interlaced signal (it can't generate the half-lines required for interlaced operation) - frames out of a constant 313-line system are just 50Hz, 313-line frames. So I think you need to find another word to describe the colour-flipping technique.
Anima wrote:Great. This is exactly what I expected and it looks good.
alexh wrote:I wonder if a similar technique was used on the ST/E title screen of Thalion game "Leavin' Teramis".
When run on real hardware you can see an "interlaced" effect where colours are obviously changing each VBL.
Zamuel_a wrote:I don't understand how you will calculate the screens in realtime if you have moving objects so that sprites works.
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field-specific background tiles
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