iCC screenshots

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Andrew Davie

For Sentinel, Zack and I have been working on a generic suite of tools and kernels to display arbitrary images as full-screen "iCC".  iCC is "interleaved chronocolour" - a system that has evolved over a number of years to present full-screen images on the '2600.

I thought I'd start a thread and post some examples as we test and improve.

Andrew Davie

Debbie Harry

Andrew Davie

MOre. Click on each image for larger view.


Andrew Davie

How about Minecraft?




Bomberman94

Wow amazing quality of pictures! I prefer the picture with the portrait of the woman and the castle and the style of it reminds me somehow of the graphic style of Mario RPG for the SNES.

Can you explain the high- and low-res parts of the picture (here: woman) is this all high-res for the eye but when you make a static picture it looks like low and high partly?

Andrew Davie

Quote from: Bomberman94 on 01 Jul 2024, 05:08 PMCan you explain the high- and low-res parts of the picture (here: woman) is this all high-res for the eye but when you make a static picture it looks like low and high partly?


The standard "6-sprite" routine gives 48 pixels of sprite data along a line. Traditionally this has been all you can get onscreen, but a few years ago I managed to get 6-sprites *and* 32-pixel wide playfield graphics (i.e., the Boulder Dash DEMO title screen).  Recently Zack has worked his magic and extended this 48-pixel sprites+ icc (interleaved ChronoColour) system to use 40 bits of playfield instead of 32. Furthermore, he managed to define 5 kernels with the 48-pixel sprite block in different horizontal positions. We can choose where (within the 5 horizontal bands - left, left/center, center, right/center, right) the 48-pixel (hires section) goes.

So, the images you see here are using a lowres 40 pixel (i.e., full-screen-width) playfield iCC image, and overlaid on top of that is a hires 48-pixel sprite iCC block which is in one of the 5 positions. They display from the same graphics source, so there's a mix of hires and lores to form the actual screen, all in glorious interleaved chronocolour.

JetSetIlly

Can you play the hi-res kernel in sequence over several frames? So, hi-res pixels on the left of the screen for frame 1; then the hi-res pixels shifted to the right for frame 2, etc.

That might create an effective flicker-like illusion but where the image is supported by the low-res pixels in the intermediate frames.
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Andrew Davie

Quote from: JetSetIlly on 01 Jul 2024, 06:39 PMCan you play the hi-res kernel in sequence over several frames? So, hi-res pixels on the left of the screen for frame 1; then the hi-res pixels shifted to the right for frame 2, etc.

That might create an effective flicker-like illusion but where the image is supported by the low-res pixels in the intermediate frames.

Yes, I have tried this already. Massiver flicker overload and not much visible benefit resolution-wise.