How long is the vblank period, between vblank-in and vblank-out interrupt? This is the time when we can savely access VRAM, so it's good to know how much computation can be done during that.
From the discussion about PAL-progressive video output of modern DVD players (or from photos taken from TV screens) you know, that one frame is only shown by half, followed by the other half. Is that true, even for NTSC? If so, why don't we just let the VDP1 render only the top half and then render the bottom half? This would assume that the drawing is in synch with TV update and would most likely only be a senseful option when running at full speed, e.g. 50 FPS for PAL and 60 FPS for NTSC.
The goal is to reduce the load on the VDP1 for increasing the number of frames per second. One can set the framebuffer write & erase area manually.
It is said that with the VDP1 color calculations (gouraud...) are only possible with RGB format character pattern. Could it be possible with color lookup table format, too? Because the lookup table can contain both, RGB and palette pixel format.
Using double interlace in VDP1 uses both framebuffer at the same time, each for writing to from VDP1 and reading from with VDP2. So what about VRAM access conflicts between both video processors? When would the erase take place?
The high resolution mode of VDP1 is IIRC only possible using 8 bits per pixel palette format. So how can these high resolution fighting games use gouraud shading? Or did they use double interlace instead? Or am I slightly wrong about that....
Why can't the SCU perform burst read (DMA?) from the VRAM (possibly including framebuffers)? Can instead the CPU perform DMA read access in these areas?
Thanks guys!
From the discussion about PAL-progressive video output of modern DVD players (or from photos taken from TV screens) you know, that one frame is only shown by half, followed by the other half. Is that true, even for NTSC? If so, why don't we just let the VDP1 render only the top half and then render the bottom half? This would assume that the drawing is in synch with TV update and would most likely only be a senseful option when running at full speed, e.g. 50 FPS for PAL and 60 FPS for NTSC.
The goal is to reduce the load on the VDP1 for increasing the number of frames per second. One can set the framebuffer write & erase area manually.
It is said that with the VDP1 color calculations (gouraud...) are only possible with RGB format character pattern. Could it be possible with color lookup table format, too? Because the lookup table can contain both, RGB and palette pixel format.
Using double interlace in VDP1 uses both framebuffer at the same time, each for writing to from VDP1 and reading from with VDP2. So what about VRAM access conflicts between both video processors? When would the erase take place?
The high resolution mode of VDP1 is IIRC only possible using 8 bits per pixel palette format. So how can these high resolution fighting games use gouraud shading? Or did they use double interlace instead? Or am I slightly wrong about that....
Why can't the SCU perform burst read (DMA?) from the VRAM (possibly including framebuffers)? Can instead the CPU perform DMA read access in these areas?
Thanks guys!