3 ms·
As 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
by empressplay 5y ago
As 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...