RE: [stella] Improved Interlace demo

Subject: RE: [stella] Improved Interlace demo
From: "Dennis Debro" <ddebro@xxxxxxxxxxxxx>
Date: Thu, 22 Aug 2002 20:52:56 -0400
I've noticed this noise too but just assumed it was my WinXP system.

-----Original Message-----
From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx] On
Behalf Of Billy Eno
Sent: Thursday, August 22, 2002 6:30 PM
To: stella@xxxxxxxxxxx
Subject: Re: [stella] Improved Interlace demo

It seems to work, but with the order of the scanlines reversed.  At 
lease the way I implemented it, the second field is above the first.  I 
am guessing it would work either way.  Anyone have an opinion as to 
which is "correct?"  How does Z26 detect the second field?

On a tangent, for some reason, z26 (even previous versions) has a noise 
kind of like combat tank noises going on at all times on my system. 
 Anyone seen this before?

Billy

Thomas Jentzsch wrote:

>John Saeger wrote:
>  
>
>>Actually I was wondering if anybody thinks an existing game 
>>like Yar's Revenge could be hacked to take advantage of this
>>new feature?
>>    
>>
>
>I might change Thrust so that the cave lines are thinner (more 
>like in the original). Changing games where the sprites already 
>have a single line resolution (e.g. SP Frogger, Kaboom, Cosmic 
>Ark) might be a good idea.
>
>
>  
>
>>Oh what the heck.  Since this is such a timely subject, I've 
>>attached a version of z26 where video mode 6 is an interlaced
>>video mode.
>>    
>>
>
>I knew it!!! :-)
>
>
>  
>
>>Enjoy!
>>    
>>
>
>I've tried all the demos and the doubled vertical resolution 
>gives them a completely "new" look. Wow!
>
>Have fun!	
>Thomas
>
>
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