[HN Gopher] Upscaling from the Perspective of My Own Pixel Game Art
       ___________________________________________________________________
        
       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...
        
       ___________________________________________________________________
       (page generated 2021-09-26 23:01 UTC)