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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 12:34 am 
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Joined: Sun Apr 13, 2008 11:12 am
Posts: 6447
Location: UK (temporarily)
NTSC is 8:7 PAR, moderately close to square.

PAL is ~7:5 PAR, closest to NTSC VIC20 narrow/C64 wide pixels.

edit: braino


Last edited by lidnariq on Wed May 10, 2017 12:46 am, edited 1 time in total.

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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 12:43 am 
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Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5825
Location: Canada
lidnariq wrote:
NTSC is 8:7 PAR, moderately close to square.

PAL is ~8:5 PAR, closest to NTSC VIC20 narrow/C64 wide pixels.

8:5? I didn't think it was quite that wide. The wiki says ~1.3862:1 ?


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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 2:47 am 
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Joined: Mon Nov 10, 2008 3:09 pm
Posts: 431
The NES pixel clock is ~5.3 MHz, the C64 pixel clock is ~8 MHz. One NES pixel is almost exactly 1.5 times the width of a C64 hires pixel.


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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 5:13 am 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
NTSC NES PAR is 8:7; NTSC C64 PAR is 3:4. Compare to about any other 240p platform you can think of


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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 5:28 am 
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Joined: Tue Feb 07, 2017 2:03 am
Posts: 256
Quote:
NDS 6328125:5767168

snort...

Nice link, tepples.
If only it covered 288p as well ;)


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 Post subject: Re: FDS or not to FDS
PostPosted: Wed May 10, 2017 7:00 am 
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Joined: Mon Nov 10, 2008 3:09 pm
Posts: 431
PAL NES and PAL C64 both have slightly fatter pixels than the respective NTSC machines, but the ratio between them is nearly the same. 2 NES pixels = 3 hires C64 pixels on both NTSC and PAL.

For your VRAM blitting, you can improve on Tepples' generic stack-based blitter by using two specialized, fully-unrolled blitters: one that always blits 24 nametable and 6 attribute bytes for scrolling, and one variable-length blitter for moving platforms, optimized for whatever range of lengths those platforms come in.


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