zx-48 <<resolution extending>>
ZXNet echo conference «real.speccy»
From Andrey L. Romanenko → To All 23 April 2001
used the effect of increasing screen resolution.
Ie. for example, in the ancient demo DEAD MOROZ.
How is this done?
As far as I understand, in order to “increase” the resolution by two (along the X axis)
each sprite needs to be decomposed into two and shown in one
same place alternately? What is the principle of sprite decomposition?
thanks
Andrey
From Sergey Zotov → To All 23 April 2001
ALR> sprite?
Yes, everything is easy. Even bits are on one plane, odd on the second.
For example, we have 2 bytes: %10101010,%11110000 In 2 plans we get - 1: %11111100,
2: %00001100
It seems clear... :/
And we also use 3 and 4 times higher resolution, but there blinking
strong...
E-mail: zs...@nm.ru ~/ <~ http://www.zx.ru/zs/
ZXNet: 500:8462/1 /_ _> ftp://zx-museum.org.ru/zs/
From Aleksey Malov → To All 23 April 2001
Mon 23 Apr 2001, at 20:11:43 Andrey L. Romanenko told All about zx-48 ALR> How is this done? One 4-color sprite A B gives 2 two-color sprites: A0 B1 and A1 B0 Here, for example, A0 means “zero bit of brightness of pixel A”. Bye, Andrey.
<
ALR> As far as I understand, to “increase” the resolution by two (along the X axis)
ALR> each sprite needs to be split into two and shown in one
ALR> and in the same place alternately? What is the principle of sprite decomposition?
I think this is done not to increase the resolution, but to give a greater
number of shades. For example, a sprite is drawn in 4 grayscales. then we make from
a sprite with 4 gradations of brightness 2 sprites with two gradations of brightness according to
the following rule (I will explain using the example of sprite 2*2):
C D
C1 D0
C0 D1
WBR, Vivid^Brainwave of the X-Project association.
From Andrey L. Romanenko → To All 24 April 2001
screens
you can make the text mode 64x24 with 8x8 characters. And without much
blinking? (well, just twice)
Or if the entire screen is filled with symbols, it will be unbearable
to look at it?
By the way, is the blinking noticeable when you superimpose one color on another?
Andrey
From Yuri Voynalovich → To All 24 April 2001
By the way, the biggest rule is obtained if you use a vertical interlace for
a moving (one pixel at a time) picture - then there is practically no blinking
at all, and the points actually become half the size vertically (due to the fact
that in 15KHz monitors there is always a distance between the lines).
(see Pointmo)
From Alexey Kravchenko → To All 24 April 2001
April 24, 2001 2:26 pm, Andrey L. Romanenko wrote All:
AR> So, in theory, on the 128th, if you use alternate
AR> screen switching, you can make a 64x24 text mode with 8x8
AR> characters. And without much blinking? (well, once or twice) Or if
AR> the entire screen is filled with symbols, it will be unbearable to look at it?
For a long time - unbearable.
AR> By the way, is the blinking noticeable when one color is superimposed on another?
With some combinations, the blinking is less strong, in others - more so. But the blinking is still noticeable.
For this I say goodbye, with respect Alexey Kravchenko AKA Kurleson^HS^CPU
[Speccy] [HorrorSoft] [CyberPunksUnity] [Army SUX!!!]
From Aleksey Malov → To All 24 April 2001
Tue 24 Apr 2001, at 14:26:37 Andrey L. Romanenko told All about Re: zx-48 ALR> So, in theory, on the 128th, if you use alternating switching ALR> By the way, is flickering noticeable when you superimpose one color on another? and the other with this: GR then the flickering will be almost unnoticeable. As a result, we get a blue screen color.
<
ALR> screens
ALR> then you can make the text mode 64x24 with characters 8x8. And without much
ALR> blinking? (well, just twice)
Yes, it will turn out to be bullshit. This feature can only be used to increase the number of shades
of sprite colors.
If you completely fill one screen with green and the other with red and swap them every
frame, flickering will be noticeable. However, if you fill one
screen with the following texture:
RG
GR
RG