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/vr/ - Retro Games

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>> No.4021979 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
4021979

>>4021974
compare for example this C64 artwork...

>> No.3267383 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
3267383

>>3267045
C64 made great use of composite bleeding sometimes.

>> No.3144357 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
3144357

>>3144351
this is the original image.
C64 artists often took advantage of composite colour blending to create more colourful pictures.

>> No.2823062 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
2823062

>>2823028
>Can we talk about how retro games are not meant to be played on CRT TVs since they stretch the picture to 4:3 and disfigure it and smudge it afterwards to hide the flaws

They are meant to be played at a CRT because many games actually were designed with the flaws of CRTs in mind, and the games used it as an advantage to create transparency or simulate more colourful graphics.

Compare the pixel version...

>> No.2705372 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
2705372

>>2705365
And this is the raw frame, for comparison.

>> No.1301125 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
1301125

>>1283708
>magic dithering.

>> No.873601 [View]
File: 28 KB, 640x400, archmage_mc_god.png [View same] [iqdb] [saucenao] [google]
873601

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