Jean, on 25 May 2014 - 04:27 PM, said:
Cooljerk, on 25 May 2014 - 03:26 PM, said:
Why do genesis games that do software scaling always exhibit those thin vertical bands when played on an emulator (or I'm assuming outputted via RGB)? I notice it during the ending to Super Fantasy Zone where the enemies scale towards the screen, and in the Brazillian Duke Nukem 3D release. You can see it very clearly in the video above, as well.
Obviously, thanks to NTSC Color Bleed, those bands would likely be invisible with a composite connection on a standard CRT, but I'm still curious as to why that quirk appears. Anybody know why?
Occasionally when outputting through rgb a console presents jail-bars and this can be caused by a number of things. Here's a small list: The psu not being stock(over voltage can make the picture a little distorted), A lack of capacitors on the rgb lines to strip the interfering voltage, bad shielding and crappy wiring of the rgb cable. If you put capacitors on the rgb lines use 220uF capacitors.
This isn't a jailbar effect. This is alternating vertical lines of pixels missing from scaled elements, and only the scaled elements. So, for example, given a world origin of 0,0, if column 0,10 is a missing column for scaled sprite X, then column 0,10 for the background will still display.
It's a bit less obvious in stuff like wolfenstein and duke nukem 3D as the entire subscreen is built out of scaled elements, but in games like Super Fantasy Zone, it's very obvious.
To make it a bit clearer:
See the black vertical bands running in the subscreen? Those are obviously scaling artifacts caused by
something, be it a quirk with the VDP or the scaling algorithm or whatever. The brick texture itself does not have these bands running through them, and if you can get the bricks to draw at their native resolution in these games (I.e. position the z-coordinate just right so that there is no actual scaling going on) then the black bars don't manifest.
I've drawn a yellow line over one of the bands to extend it beyond the scaled subscreen - as you can see, the background elements don't have these bands running through them. The white pixel where this band should exist on the text "score" is still visible, as is the grey/green background.
Further, you wouldn't get the jailbar effect on an emulator, which is where this video was taken from.
I'm asking why the bars manifest - what specific quirk of the VDP makes them appear, as I'm pretty certain not every game uses the exact same scaling algorithm. There are many more genesis titles that exhibit this behavior - virtually any game with a software scaling effect - but the examples I've provided are the best I can think of off-hand.