Jump to content
IGNORED

Flicker help


jcfox

Recommended Posts

I have a question concerning flicker. I am attempting to increase the amount of cycles for calculation I have by painting the player sprite and the playfield at regular intervals. The code that does this looks like this: (I'm currently drawing the playfield for 2 frames, then the sprite for 2 frames).

 

lda $f4 ; load flip location ($f4 is inc'd at the end of every frame)

and #2 ; is it every 2nd frame?

beq PictureSprite

 

PicturePlayField

 

 

 

The code to draw the Sprite and playfield are pretty basic, the concepts coming mostly from Andrew Davie's tutorial. I can post more if its needed, but my basic question is this:

 

Is it possible to do this without flicker? (for example, does the 2600 allow double buffering somehow)?

 

Thanks,

 

Jason Fox

Edited by jcfox
Link to comment
Share on other sites

Well, I did a little more digging through the forums and found that if I set use phosphor to true in stella and set it to every other frame, it looks great. Does any one know if this is how it would look on a real machine? Or, by doing this, am I in 'emulator only' territory?

Link to comment
Share on other sites

Well, I did a little more digging through the forums and found that if I set use phosphor to true in stella and set it to every other frame, it looks great. Does any one know if this is how it would look on a real machine? Or, by doing this, am I in 'emulator only' territory?

 

The only way to really find out is to try it on real hardware. On some games, 30Hz flicker is barely noticeable. On other games, it's a major eyesore.

 

A few general observations: -1- Large areas that flicker in unison are generally bad. Sometimes very bad, even at 30Hz. -2- Small flickering objects against a black background are not so bad as against a colored background. Dark objects flickering against a light background are generally the worst. -3- In some rare cases, it may be possible to flicker alternate scan lines (showing 'even' scan lines one frame; 'odd' scan lines the next. When that's practical (mainly in things like text kernels), it will often help a lot. -4- Sometimes it's necessary to flicker objects between two colors. This is generally not too noticeable, even with large objects, if both colors have similar luminance.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...