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FDS or not to FDS
http://forums.nesdev.com/viewtopic.php?f=2&t=15917
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Author:  lidnariq [ Wed May 10, 2017 12:34 am ]
Post subject:  Re: FDS or not to FDS

NTSC is 8:7 PAR, moderately close to square.

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

edit: braino

Author:  rainwarrior [ Wed May 10, 2017 12:43 am ]
Post subject:  Re: FDS or not to FDS

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 ?

Author:  AWJ [ Wed May 10, 2017 2:47 am ]
Post subject:  Re: FDS or not to FDS

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.

Author:  tepples [ Wed May 10, 2017 5:13 am ]
Post subject:  Re: FDS or not to FDS

NTSC NES PAR is 8:7; NTSC C64 PAR is 3:4. Compare to about any other 240p platform you can think of

Author:  Oziphantom [ Wed May 10, 2017 5:28 am ]
Post subject:  Re: FDS or not to FDS

Quote:
NDS 6328125:5767168

snort...

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

Author:  AWJ [ Wed May 10, 2017 7:00 am ]
Post subject:  Re: FDS or not to FDS

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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