RE: [stella] Improved Interlace demo

Subject: RE: [stella] Improved Interlace demo
From: Chris Wilkson <ecwilkso@xxxxxxx>
Date: Fri, 23 Aug 2002 00:46:26 -0400 (EDT)
It happens under Win2K as well.

-Chris

On Thu, 22 Aug 2002, Dennis Debro wrote:

> 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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