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Experimental 2600+ Firmware and Dumper


raz0red

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45 minutes ago, John Stamos Mullet said:

Yes, but the processor speed required to output 2160p is beyond what that Rockchip ARM processor can do smoothly.

 

No, that's not what I meant, for me the 720p video output is perfect for A+ consoles. I'm just saying that 720p is an exact multiple of the 7800 240p resolution (240p x3), so if the emulator could display all 240 scan lines (instead of stopping at 224 lines) then you wouldn't get the distortion of the graphics during vertical scrolling (in fact, the altered graphics are also visible on single screens like Ms. Pac-Man, etc.).

 

Then, having obtained a perfect scaling to 720p, you will maintain the result even when an external scaler (for example the one included in the TVs) intervenes to double (1440p) or triple (2160p) the resolution. In the end you will keep the graphics unchanged on 720p, 1440p and 2160p 4K TVs (compared to the original 240p).

Edited by Defender_2600
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2 hours ago, Defender_2600 said:

Yes indeed, another reason why the bilinear filter is useful. Speaking of which, I was wondering how the 7800's vertical resolution is handled. If it were possible to display the full 7800  240p, including the horizontal black bars above and below the image (the maximum vertical resolution currently used by 7800 games is 224 pixels) then with vertical scrolling we would not get the graphical distortion on native 720p (240p x3) and native 1440p (720p x2 / 240p x6) TVs.

This is most likely the result you get but you need a magic eye to filter out the distortion 😄

 

 

IMG_2270.jpeg

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1 hour ago, MrChickenz said:

This is most likely the result you get but you need a magic eye to filter out the distortion 😄

 

Jokes aside, I have been drawing 7800 graphics for several years and I can assure you that when working with wide pixels and low resolution (example 8x12 or 4x8 sprites/tiles) even a single pixel makes a difference. When you do your best to get a good result, it can be quite annoying to see some pixels with double height due to a misplaced scanline. So if it can be (easily) fixed, it would certainly be appreciated.

 

 

TurboGrafx-16  vs. 7800

572914258_7800BombermananimationvsTurboGrafx16v2.gif.aa819419726a572836c9fc36a426d835(1).gif.779d76e3a454d4c752dbe80aed4d06a1.gif

 

* this sprite walks vertically so you would see the "wave" effect (or whatever you want to call it).

Edited by Defender_2600
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