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Many artistic techniques in pre-LCD-era games are designed for the physical effects of composite cables and CRT screens. A simple example is transparency via di
by crooked-v 8y ago
Many artistic techniques in pre-LCD-era games are designed for the physical effects of composite cables and CRT screens. A simple example is transparency via dithering, where intentional color bleed produces the effect in the display equipment rather than the console: https://i.imgur.com/F6aW3dG.png https://i.imgur.com/F6aW3dG.png