> Thanks for your report! It is appreciated.
You're welcome Juergen!
> > At this point Player 1 score increments, but there's some slight graphics garbage, > a stray line written to the score. > > This happens with all games and I think I know the reason. The way I build up the > display is some kind of sample-and-hold of the current video signal. You could say > the pixel value is latched in the bitmap. On a real monitor, however, a very short > pulse would not be visible, because it won't pass the filters that are in the video > amplifier etc. > > Now it happens that the logic decoding the on-screen 7-segment areas of the score > seems to generate very short yet invalid signals. It's most probably related to the > fact that the horizontal and vertical counters are ripple counters which have > intermediate values while the 4 flipflops in each are changing. So you wouldn't see a > 10ns pulse on a monitor, but you will see it in the emulation, if it is latched for > the duration of an entire pixel, i.e. 2 clock pulses. > > I'm unsure what to do about it.
Yeah, I kinda noticed it seems spread across all games. What did DICE do about this, did he use some sort of "hack"?
Oh, I forgot to mention that Space Race in your screenshot has double-digit score, but the screenshots I found have single-digit scores? And is that wall generated later in the game, or from the start?
Sorry to keep nitpicking, sometimes I think it may be helpful - great work so far!
- Stiletto
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