Thomas Jentzsch Posted May 5, 2019 Share Posted May 5, 2019 (edited) Has anyone ever tried to fix paddle jitter by code? Simple averaging seems to be too simple to really work. Here is my idea for an algorithm: ; n = number of frame ; inp[n] = paddle value of current frame ; out[n] = jitter suppressed resulting value factor = 0.0 .. 1.0 ; e.g. 0.5 (1.0 means no jitter suppression and immediate response) dfactor = factor ^ (1 / abs(inp[n] - out[n-1])) ; the larger the paddle delta, the less jitter suppression out[n] = inp[n] * dfactor + res[n-1] * (1 - dfactor) Due to the math, this cannot be implemented 1:1 in 6502 assembler, but an ARM based game could use it. And Stella too.Does anyone have a better idea? Edited May 5, 2019 by Thomas Jentzsch 4 Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/ Share on other sites More sharing options...
Just Jeff Posted May 7, 2019 Share Posted May 7, 2019 Median or mode value? Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/#findComment-4271225 Share on other sites More sharing options...
fluxit Posted May 9, 2019 Share Posted May 9, 2019 Has anyone ever tried to fix paddle jitter by code? Simple averaging seems to be too simple to really work. How is your experimentation going? Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/#findComment-4272743 Share on other sites More sharing options...
Thomas Jentzsch Posted May 9, 2019 Author Share Posted May 9, 2019 The major reason of my question: The R77 console produces a very hefty jitter (~3 pixel!). They tried to compensate that with some very primitive code, which caused the paddles to respond that badly. Over the last days, we did enhance Stella with a configurable dejittering. Seems to work pretty well for us. The next R77 image will show if it works for everyone. 3 Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/#findComment-4272758 Share on other sites More sharing options...
+Stephen Posted May 9, 2019 Share Posted May 9, 2019 Watching with interest - I tried an anti-jitter on an 8-bit game I was working on, and could not get it working properly. Also, range checking would fail. Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/#findComment-4272765 Share on other sites More sharing options...
RevEng Posted June 1, 2019 Share Posted June 1, 2019 This has been raised a few times, and generally I respond that a median filter of size 3 would likely work great. 1, 2, 3. (probably more) Median filters are fantastic with salt and pepper type noise, which seems to be the same kind of noise jittery paddles put out. You would need a handful of bytes, but nothing very onerous. 3 Quote Link to comment https://forums.atariage.com/topic/290927-anti-paddle-jitter-algoritms/#findComment-4284704 Share on other sites More sharing options...
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