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Old 19 August 2008, 18:53   #121
TCD
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^ Wut Anubis said
Set the cpu to 68020 or 68040. First will match the A1200, so choose that

For anime freaks you should visit OT and ask there. But beware once you enter your life will change forever
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Old 19 August 2008, 18:55   #122
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OT? I was just curious tho. 4th page! This thread is going to be quite long
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Old 19 August 2008, 18:57   #123
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You have been warned, but if you dare click here
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Old 19 August 2008, 18:59   #124
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I dared, but...
Quote:
Originally Posted by Forums
Sorry - no matches. Please try some different terms.
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Old 19 August 2008, 19:02   #125
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I dared, but...
Sorry, then click on 'OT' on the right side of 'Today's Posts' at the top this page
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Old 19 August 2008, 19:03   #126
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Try this.

Now get back on-topic please
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Old 19 August 2008, 20:13   #127
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Yes, now to be on topic, I changed the configuration to what everyone from here suggested, but still I see those interlaces
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Old 19 August 2008, 20:18   #128
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This is getting too confusing. Artifacts are ALWAYS THERE, there is no config that can remove them.
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Old 19 August 2008, 20:21   #129
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As I said numerous times in this topic, I know that the mouse should have those artifacts, but I was talking about those:
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Old 20 August 2008, 14:32   #130
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Hmmm, no solution by now, then I suppose that I will stay with the PC or low-res versions, still the MT-32 does not sound that bad
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Old 20 August 2008, 14:51   #131
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As I said numerous times in this topic, I know that the mouse should have those artifacts, but I was talking about those:
It is exact same problem. I originally thought it wasn't because you never mentioned bottom part was moving...

Any non-static object + interlace = interlace artifacts.
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Old 20 August 2008, 19:14   #132
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It may be possible to "fix" this (not in every case) by updating both fields 50fps but I don't want to modify display updating code until 1.5.2 is done.
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Old 20 August 2008, 20:10   #133
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It did not fix it unfortunately, at least not in this version.
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Old 21 August 2008, 02:51   #134
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Quote:
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It may be possible to "fix" this (not in every case) by updating both fields 50fps
Wouldn't you need motion detection for that to duplicate fields only on parts that are moving? Otherwise the whole screen would only show one field at all reducing vertical resolution by 50% per frame.

On the other hand showing one field only (maybe with alternating scanlines 0%, 25%, 50%) would result in a permanent flickering even on static parts simulating real interlace behavior of a 50Hz crt tube. A cool retro feature maybe.
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Old 21 August 2008, 07:03   #135
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Wouldn't you need motion detection for that to duplicate fields only on parts that are moving? Otherwise the whole screen would only show one field at all reducing vertical resolution by 50% per frame.
I meant updating both current and previous (*) field simultaneously instead of normal update odd field, update even field etc..

This can't fix programs that only update single field (not full frame) to save raster time etc (I don't think many games do this, demos surely do)

*) previous field = while updating "current" field, store bitplane pointers and all other important display parameters PER line and then playback it during next field. Not simple.
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Old 21 August 2008, 19:43   #136
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There is no AGA version. It's just an HiRes option I wonder why the WHDLoad version is LoRes. Maybe there were the same problems as here.

I was messing about in this sort of territory trying to get Mech Force 3.77 to work on my 1200 060 Mediator Voodoo set up. The game is in interlace and is not very 1200 friendly at the best of times.

I got a bit of a result with using a WHDLoad workbench and changing the screen resolution within that, but it was oversized and pretty much unplayable.

Shame, it was a great little game that one.
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