> As far as i know, a Z-amplitude managed the brightness on vector-games like > asteroids, starwars etc. (maybe on all of them, i dont know it exactly).
I don't know what the hell Z-amplitude is, but the brightness on vector games is simply a factor of how long the beam remained on a given spot, or how often a vector was redrawn compared to other vectors in the same scene. The shots in Asteroids, for example, are exceptionally bright because they're physically drawn more often than the rest of the vectors in the scene.
There was no frame rate per se in vector games, and the way MAME currently emulates vector games lacks the appropriate information for being able to do actual overdriven vectors in a shader. The proper way to handle it would be for the OSD to be made aware of the actual duration of the draw per-vector, and for the vector's brightness to be adjusted in the shader based on that factor. Ideally, this information could be written into a render target as well, so that the bloom shader would be aware of it in order to add extra bloom to vectors that were drawn either slower or more often in a given frame.
I don't know where you're getting the whole broadcast brightness thing from, but it has nothing to do with how vector monitors worked.
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