[game_preservation] TV emulation

Devin Monnens dmonnens at gmail.com
Wed Apr 29 08:33:19 EDT 2009


It's interesting too because artists don't like the scanlines (which is why
you have the option of using them!). This focus on how the technology looks
brings up other questions - what happens if I want to emulate broken
hardware (say the NES 'flash' or glitched graphics)? Is there a point where
you can try to do too much?

-Devin

On Wed, Apr 29, 2009 at 2:32 AM, Andrew Armstrong <andrew at aarmstrong.org>wrote:


> I need to find some PAL versions of these kind of things, hehe :) neat

> links and info guys, the NTSC filter looks amazing according to the

> screenshots. Scanlines for the arcade machines, well, looks a little odd -

> must really be monitor specific.

>

> Andrew

>

> Frank Cifaldi wrote:

>

> I love the NTSC filter made by "Blargg." I switch to it once in a while on

> Nestopia. It's probably similar to what Ian's team came up with:

>

> http://www.slack.net/~ant/libs/ntsc.html<http://www.slack.net/%7Eant/libs/ntsc.html>

>

> On Tue, Apr 28, 2009 at 8:58 PM, Mike Melanson <mike at multimedia.cx> wrote:

>

>> I remember when scanline emulation was implemented in my TuxNES emulator.

>> Screenshot here:

>>

>> http://tuxnes.sourceforge.net/snaps/tyson-snap-0001.gif

>>

>> It seemed silly to me, but on another mailing list, Jim Leonard (Trixter)

>> explained the following examples where it's a little more useful:

>>

>> 'I think every single game in MAME looks like this, personally, which is

>> why I play with scanlines on all the time. But if you want specific

>> examples... Dig Dug, Roc'n'rope, Zookeeper, Robotron, Tutenkahm (sp?) and

>> Punch-Out (arcade, not NES) come to mind.. Actually, Frogger is probably

>> the best example. It's too saturated/bright/"primary colors" to me without

>> the scanlines.'

>>

>> --

>> -Mike Melanson

>>

>>

>> Andrew Armstrong wrote:

>>

>>> Yeah, interesting stuff. I should really start posting things to the list

>>> like this - I've not been doing them on the blog, although this might well

>>> class as "preservation news" I guess.

>>>

>>> Andrew

>>>

>>> Devin Monnens wrote:

>>>

>>>> Ian Bogost posts about how the Atari 2600 was designed to interact with

>>>> TV's in a specific way. I have also noticed this on the NES (especially the

>>>> Chozo statues in Metroid):

>>>>

>>>> http://www.bogost.com/games/a_television_simulator.shtml

>>>>

>>>> --

>>>> Devin Monnens

>>>> www.deserthat.com <http://www.deserthat.com>

>>>>

>>>> The sleep of Reason produces monsters.

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>>>>

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>>>>

>>>>

>>>

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>>

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--
Devin Monnens
www.deserthat.com

The sleep of Reason produces monsters.
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