= 16,384 - (Black 256 colors * 4 phases) - (Gray1 256 colors * 4 phases) - (Gray2 256 colors * 4 phases) - (White 256 colors * 4 phases) Technically we don't need to map the full 16,384 colors as Colors 0, 5, 10, and 15 are pure colors. This would improve the sharpness albeit at the cost of losing the color fringes. One idea might be to inspect the NTSC palette and force any color "near" white to be "white", and any color "near" black to be black. What is involved is inspecting the bit patterns and prioritizing one color.įor example, Lode Runner's ladder has these bytes: The bottleneck is figuring out how the 4,096 colors map to the 65,536 permutations of 2 consecutive HGR bytes. I_do_ believe it is possible to tweak the 4,096 colors * 4 phases = 16,384 colors to get the sharpness of v1.25 without degrading the color accuracy of v1.26 too much. so people can better understand the issues and trade-offs. They may be compromises but that will take some R&D to figure out how to "best" meet all these conflicting goals. There is no good solution that gives everyone what they want due to the goals being mutually exclusive: I just used the first 16 colors of phase 0 - but ideally for each color we should pick the most accurate (brightest?) colors across all 4 phases. Note: The 16 colors could definitely be optimized. When we make the colors solid the fringes become more pronounced. Using the first 16 colors (phase 0 of the 64 colors). ("Text" on the graphics screen is how horrible.) I've added support (commit 515e66c) so that the debugger can now import 16x1 and 64x1 BMP files for the NTSC palette which will help, but not entirely solve the problem.Īs you can see while sharpness is better it ends up creating more problems then it solving. This is what causes the color fringes when the monitor transitions from black to white. Why? Because the chromatic value of a single pixel depends on adjacent bits. :-/ I take (some) consolement in that fact that a real monitor is worse.) Unfortunately, this not possible unless one manually tweaks all 16,384 colors in the palette. (Personally, I hate the "blurry" look but I prefer accurate colors. I know some people prefer the crisp, but blocky look of 1.25 and I hear your lament. It is possible to "clean" up the some of the pixels by extending a 64-color palette to fill in the remaining values. :-/ On the positive side we get accurate colors.įor 1.26 authenticity was chosen over non-authenticity. The trade-off is that pixels are no longer sharp but blurry as on a real monitor. AppleWin 1.26 properly emulates what a real monitor shows - this means we lose the fake "solid" colors of 1.25.It artificially "sharpens" the 140x192 resolution so colors appear "solid". AppleWin v1.25 does NOT generate an authentic image.WRT to the Lode Runner image and the second issue: The screen shots show that what people are really asking for is "solid, crisp" pixels. The vertical "mixing" of two adjacent scan lines (even and odd) to artificially produce colors (such as grey).So, help a NOOB out and tell me how to post a "feature wish" for future releases if this is the wrong area and if my request is crazy. until that is added then I may have to stick with 1.25.04, but don't want to. I'd simply like the option to turn this off/on. MAME provides for this to accommodate the visual preferences of its users. How can I request, humbly, that the video option Color (TV Emulation) last used in v1.25.04 be added back or perhaps an option to turn off the added visual "effects" which blurs or hashes the video graphics. However, I'm one of the minority, I'm sure, that doesn't love the blurred or hashed/alt scanlined emulated effects in the 1.26.xx releases. I know the latest releases attempt to better emulate the visual experience on the color TVs or monitors some of us used with our beloved Apple II. It's the BEST! However, I have one (personal) issue which is really a wish/complaint. Not sure where to post a wish to this forum.
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