2 ms·
Well-said. For my experiment I took "authorial intent" to include: * no framerate drops * audio synthesized with band-limited step functions (including the "
by colanderman 10y ago
Well-said. For my experiment I took "authorial intent" to include:
* no framerate drops
* audio synthesized with band-limited step functions (including the "triangle" channel)
* video composed of band-limited scanlines
* video interrupt running at NTSC rate
* audio interrupt running at 240 Hz
* free-running audio synthesis
Like you said, it is entirely a matter of opinion what authorial intent is. For my purposes this definition provided an interesting experiment, and the result was aesthetically pleasing.
- WorldMaker 10y agoThere's also the part of "authorial intent" where particularly at that time many of the games were designed and developed sometimes on much bigger hardware (corporate mainframes, for instance) targeting the consoles and then later QAed on development consoles (that might not even be the same hardware as production consoles). There certainly are questions for some games if the authors intended something much better that they could get their development hardware to perform. It's not that many console hardware generations back where even development consoles still varied in hardware from production consoles (at least as recently as the early history of the PS3/Xbox 360). All told, it's all a part of game's version of the "the artwork is never quite finished/realized, it's just eventually published".