Re: [stella] Some experiments in Interlaced graphics

Subject: Re: [stella] Some experiments in Interlaced graphics
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Mon, 05 Jan 2004 12:09:39 -0800

I checked this out, finally, on the real thing.


Oddly enough, I think the interlaced image looks worse because the dithering shows up more due to less overall flicker being evident. But the flicker itself in the ICC is distracting too, so I can see people preferring one or the other depending on taste. I do think the gaps where you have a high brightness color adjacent to a black background are much more noticeable in interlaced mode.

I'd like to see this approach on a different subject, like something that required less black pixels intermingled (i.e. a brighter image, maybe something mostly fleshtone). Or maybe you could try an image that required less overall dithering, a less shaded image, like a 2D cartoon. Garfield or something.

I think the approach has some potential and I'd like to see further experiments.



At 06:38 AM 12/28/2003, you wrote:
There are a couple of interesting points to note.  Firstly, as the ICC
system interleaves 3 frames, the data size is 3 'colour planes' (even though
these are interleaved themselves).  Since the interlaced display only has
field 0 and 1, I dropped one of the three ICC colour frames (remember, a
whole frame isn't red or green or blue, it's lines of red AND green AND
blue).  The result, then, is that the data required to display an
interleaved, interlaced mario is only 2/3 of the size of that required for
an interleaved chronocolour(TM) mario (simply because we're using only 2 of
the 3 frames).  Remember, to run interlaced mode in z26, you must use the -!
command line flag.  The binary "marioInterlaced.bin" demonstrates the first
'picture' interlaced image on a '2600, I think -- prior demos were just
hand-drawn lines, etc.

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