[HN Gopher] Upscaling from the Perspective of My Own Pixel Game Art
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Upscaling from the Perspective of My Own Pixel Game Art
Author : zdw
Score : 34 points
Date : 2021-09-26 04:33 UTC (18 hours ago)
(HTM) web link (nicole.express)
(TXT) w3m dump (nicole.express)
| empressplay wrote:
| As an aside, some classic video game artists relied upon NTSC
| phase shifting to create artifacts that were themselves part of
| the art. A good example of this is the double high-resolution
| graphics (DHGR) mode on the Apple II, where this method was
| employed by a number of different games, and hence can be a
| challenge to emulate properly.
| nicole_express wrote:
| Double high-res mode is also quite complicated to program, so
| it should be complex to emulate, right? Only fair.
|
| But really I have the highest respect for people who can
| manipulate Apple ][ graphics well, it's definitely an art of
| its own.
| a1369209993 wrote:
| > relied upon NTSC phase shifting to create artifacts that were
| themselves part of the art
|
| Obligatory mention for 8088MPH[0][1][2].
|
| 0: http://www.pouet.net/prod.php?which=65371
|
| 1: https://trixter.oldskool.org/2015/04/07/8088-mph-we-break-
| al... (HN: https://news.ycombinator.com/item?id=16938029)
|
| 2a: https://int10h.org/blog/2015/04/cga-in-1024-colors-new-
| mode-... 2b: https://int10h.org/blog/2015/08/8088-mph-final-
| old-vs-new-cg...
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(page generated 2021-09-26 23:01 UTC)