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RetroSpark
searching PlanetScale…
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31.
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by
RetroSpark
7y ago
Absolutely, couldn't agree more. I just wanted to clarify why the bit-shifting approach was equivalent to the previous comment's multiplication by 36.4. > This is one of my favorite sites on the internet: https://gra
32.
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by
RetroSpark
7y ago
The calculation `red = r << 5 | r << 2 | r >> 1` is equivalent to `red = floor(r * (1 << 5 | 1 << 2 | 1 >> 1))`, which is `red = floor(r * 36.5)`.
33.
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by
RetroSpark
7y ago
The Sega Master System has 6 bit-per-pixel color, 2 bits for each of red, green and blue. You would expect values 00, 01, 10 and 11 for each color to represent 0%, 33%, 66% and 100% voltage on the corresponding pin of the Video Display Proc
34.
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by
RetroSpark
7y ago
Portable consoles haven't gone anywhere - Nintendo is releasing a new one in just 10 days! Other manufacturers may have stopped building them, but that's because (with the exception of Sony's PSP) Nintendo's handhelds ar
35.
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by
RetroSpark
7y ago
That's another interesting thing about the Lynx - it has so much RAM compared to other 8-bit game systems (the Game Boy, Master System, Game Gear and PC Engine all have 8KB, the NES has just 2KB). Those other systems all work by memory
36.
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by
RetroSpark
7y ago
> According to Epyx, Sega still got it wrong and produced a crappy design in comparison. To be fair, the Lynx was a far more capable system. Making the Game Gear more-or-less a portable Master System was probably the right decision thoug
37.
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by
RetroSpark
7y ago
> Not only could it display in color, but it also supported scaling and rotation effects. IIRC the Lynx was designed at a time (1986-87) when this was feasible for portable systems but not for consoles, because of its low resolution (160
38.
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by
RetroSpark
10y ago
There is a Game Genie code decoder/encoder here: http://www.smspower.org/maxim/forumstuff/gamegenie.html (This was designed for the Sega Game Gear version, but the Game Boy algorithm is the same.)