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NES Graphics – Part 3

197 点作者 dustmop超过 9 年前

5 条评论

toxican超过 9 年前
part 1: <a href="http:&#x2F;&#x2F;www.dustmop.io&#x2F;blog&#x2F;2015&#x2F;04&#x2F;28&#x2F;nes-graphics-part-1" rel="nofollow">http:&#x2F;&#x2F;www.dustmop.io&#x2F;blog&#x2F;2015&#x2F;04&#x2F;28&#x2F;nes-graphics-part-1</a><p>part 2: <a href="http:&#x2F;&#x2F;www.dustmop.io&#x2F;blog&#x2F;2015&#x2F;06&#x2F;08&#x2F;nes-graphics-part-2" rel="nofollow">http:&#x2F;&#x2F;www.dustmop.io&#x2F;blog&#x2F;2015&#x2F;06&#x2F;08&#x2F;nes-graphics-part-2</a>
thescriptkiddie超过 9 年前
Does the electron gun physically move, though? I thought it was fixed and the beam is just steered with magnets.
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cbd1984超过 9 年前
Something else the article gets wrong, and this is a nitpick, is that it implies every scanline is redrawn every single time. This is called progressive video, and CRTs didn&#x27;t do this. CRTs did something called interlaced video, where every <i>other</i> scanline is redrawn in a given screen update: Evens, then odds, then evens, and so on. This was done to reduce bandwidth requirements and to prevent flicker.<p>(Progressive versus interlaced is the difference between the &quot;p&quot; and the &quot;i&quot; in 480p versus 480i, 1080p versus 1080i, and so on.)<p>Therefore, with interlaced video, each screen update, called a &quot;field&quot;, only has <i>half</i> of the data of a complete frame, and the other half is not sent: The next field is one-half of the next frame. Therefore, interlacing cannot be undone cleanly. Deinterlacing, and it&#x27;s called, is inevitably a process of reconstructing an image which has passed through a rather brutally lossy compression algorithm.<p>(Distributing interlaced video where the same frame is broken up into two fields, and therefore frames <i>can</i> be reconstructed cleanly, is called &quot;progressive segmented frame&quot;. It was used in film-to-video transfer.)<p><a href="http:&#x2F;&#x2F;www.lurkertech.com&#x2F;lg&#x2F;fields&#x2F;" rel="nofollow">http:&#x2F;&#x2F;www.lurkertech.com&#x2F;lg&#x2F;fields&#x2F;</a>
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rasz_pl超过 9 年前
Oh boy, those were the tough times for chip designers. sprite0 and mapper triggering are clever hacks that could have been avoided with &lt;100 transistors (8 bit counter) in the PPU to let you trigger an interrupt on arbitrary raster.
triangleman超过 9 年前
but how does the NES know what the CRT is doing? It&#x27;s not like they are synced up.
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