+grafixbmp Posted June 21, 2019 Share Posted June 21, 2019 Had some partial kernel code for several years for a puzzle games inspired by a rather popular casual game. I had worked out most of the general rules and kernel rendering but that's it so far. Recently crafted an animated gif to roughly demonstrate. 1 Quote Link to comment Share on other sites More sharing options...
DragonGrafx-16 Posted June 21, 2019 Share Posted June 21, 2019 I dunno that would drive me nuts. Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted June 21, 2019 Author Share Posted June 21, 2019 As bad as this example looks Its only a gif. Stella blends well and a 2600 through a crt looks best. Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 21, 2019 Share Posted June 21, 2019 The problem is that it's a large area of the screen that's flickering. I'm also assuming that the player needs to primarily focus on those same flickering elements. Both of those factors make the flickering problematic, IMO. 1 Quote Link to comment Share on other sites More sharing options...
+frankodragon Posted June 21, 2019 Share Posted June 21, 2019 Best person to ask is Random Terrain and find out from him if the flickering is a bit problematic on the sample. If it is, then it has to be ironed out. 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 25, 2019 Share Posted June 25, 2019 It's hard to gauge with a GIF. My WIP uses 30 hz flicker for the whole screen, and I thought it looked fine in emulation, and it was bad on a real system. There are some things that can help, like reducing brightness, and adding a lot of whitespace (blackspace in this case) - in other words, keep your visible flickering graphics somewhat sparse if that is possible. My WIP looks a lot better now on a real system, but there are probably some who would find the flicker too distracting even with these changes. The best thing you can probably do is whip up a demo, and see what your potential users say. 4 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted June 25, 2019 Share Posted June 25, 2019 Over the years it's been found that a good way to make the flicker more tolerable is with line-by-line shifting. An example is the 32 character text routine, which you can see in action in Space Rocks by triggering the Credits Easter Egg - hit both joystick fire buttons on the main menu (hold right button first). Another example can be seen in the RGP Bus Stuffing demo: 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 25, 2019 Share Posted June 25, 2019 It's worth mentioning that flickerblinds doesn't display right on some LCD TVs. The Harmony menu being one example that has gotten some complaints. Ideally a game that does flickerblinds could have a plain flicker kernel as an option. On those same LCDs, the regular flickering 240p becomes a nice static 480i screen. Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted June 26, 2019 Share Posted June 26, 2019 16 hours ago, Karl G said: It's hard to gauge with a GIF. My WIP uses 30 hz flicker for the whole screen, and I thought it looked fine in emulation, and it was bad on a real system. There are some things that can help, like reducing brightness, and adding a lot of whitespace (blackspace in this case) - in other words, keep your visible flickering graphics somewhat sparse if that is possible. My WIP looks a lot better now on a real system, but there are probably some who would find the flicker too distracting even with these changes. The best thing you can probably do is whip up a demo, and see what your potential users say. The darker colors on the left of the palette map particularly the blues also help optimize 30 Hz flicker. I think 30 Hz is within tolerable limits for players, particularly if they are Atari fans. There are also two types of flicker applicable to the Atari, though motion blur flicker isn't well understood for having only recently been identified and resolved with new technology built into monitors and software solutions. I prefer 30 Hz with no motion blur flicker to 60 Hz with motion blur flicker and have written a couple of games that feature an adjustable flicker rate where you can see the difference and pick the type of flicker you prefer: Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted June 27, 2019 Share Posted June 27, 2019 On 6/25/2019 at 6:43 PM, RevEng said: It's worth mentioning that flickerblinds doesn't display right on some LCD TVs. The Harmony menu being one example that has gotten some complaints. Ideally a game that does flickerblinds could have a plain flicker kernel as an option. On those same LCDs, the regular flickering 240p becomes a nice static 480i screen. I have definitely noticed this issue with filckerblinds on my LCD TV.... ChaoticGrill's scoreboard actually displays better (as a solid medium grey image) than anything with flickerblinds. 1 Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted June 27, 2019 Share Posted June 27, 2019 Are the pieces moving or static? I think 30Hz flicker will be okay. If you have a black screen keep the luminance low to make it more tolerable. Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted June 30, 2019 Author Share Posted June 30, 2019 On 6/26/2019 at 10:06 PM, Omegamatrix said: Are the pieces moving or static? I think 30Hz flicker will be okay. If you have a black screen keep the luminance low to make it more tolerable. The pieces would be static and the screen would function more like a segmented LCD screen. Quote Link to comment Share on other sites More sharing options...
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