7 ms·
Upscaling from the Perspective of My Own Pixel Game Art
- empressplay 5y agoAs an aside, some classic video game artists relied upon NTSC phase shifting to create artifacts that were themselves part of the art. A good example of this is the double high-resolution graphics (DHGR) mode on the Apple II, where this method was employed by a number of different games, and hence can be a challenge to emulate properly.
- nicole_express 5y agoDouble high-res mode is also quite complicated to program, so it should be complex to emulate, right? Only fair. But really I have the highest respect for people who can manipulate Apple ][ graphics well, it's definitely an art of its own.
- a1369209993 5y ago> relied upon NTSC phase shifting to create artifacts that were themselves part of the art Obligatory mention for 8088MPH[0][1][2]. 0: http://www.pouet.net/prod.php?which=65371 http://www.pouet.net/prod.php?which=65371 1: https://trixter.oldskool.org/2015/04/07/8088-mph-we-break-all-your-emulators/ https://trixter.oldskool.org/2015/04/07/8088-mph-we-break-al... (HN: https://news.ycombinator.com/item?id=16938029 https://news.ycombinator.com/item?id=16938029) 2a: https://int10h.org/blog/2015/04/cga-in-1024-colors-new-mode-illustrated/ https://int10h.org/blog/2015/04/cga-in-1024-colors-new-mode-... 2b: https://int10h.org/blog/2015/08/8088-mph-final-old-vs-new-cga-gory-details/ https://int10h.org/blog/2015/08/8088-mph-final-old-vs-new-cg...