Defender_2600 Posted 3 hours ago Share Posted 3 hours ago 1 hour ago, Defender_2600 said: ... then with vertical scrolling we would not get the graphical distortion on native 720p (240p x3) and native 1440p (720p x2 / 240p x6) TVs. I forgot, it would also work well with 4K 2160p TV (720p x3 / 240p x9). Quote Link to comment Share on other sites More sharing options...
John Stamos Mullet Posted 3 hours ago Share Posted 3 hours ago 22 minutes ago, Defender_2600 said: I forgot, it would also work well with 4K 2160p TV (720p x3 / 240p x9). Yes, but the processor speed required to output 2160p is beyond what that Rockchip ARM processor can do smoothly. Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted 2 hours ago Share Posted 2 hours ago (edited) 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 2 hours ago by Defender_2600 Quote Link to comment Share on other sites More sharing options...
MrChickenz Posted 2 hours ago Share Posted 2 hours ago 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 😄 1 Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted 1 hour ago Share Posted 1 hour ago (edited) 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 * this sprite walks vertically so you would see the "wave" effect (or whatever you want to call it). Edited 1 hour ago by Defender_2600 1 Quote Link to comment Share on other sites More sharing options...
CapitanClassic Posted 1 hour ago Share Posted 1 hour ago 49 minutes ago, MrChickenz said: This is most likely the result you get but you need a magic eye to filter out the distortion 😄 It's a me 1 Quote Link to comment Share on other sites More sharing options...
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