Nintendo 64 VI Scanout: VBlank, Scaling, and Display-Stage Filters
Separate N64 RDP rendering from VI scanout: follow framebuffer handoffs, field timing, scaling, anti-alias reconstruction, gamma, divot, and dither filters.
tag
5 posts
Separate N64 RDP rendering from VI scanout: follow framebuffer handoffs, field timing, scaling, anti-alias reconstruction, gamma, divot, and dither filters.
Trace PlayStation GP0 drawing-area, coordinate-offset, and mask-bit state to reproduce clipping, framebuffer protection, command ordering, and rendering tests.
Trace Saturn VDP1 command lists from VRAM through drawing and END control to framebuffer switching, then diagnose synchronization faults with VDP2 in view.
Address IBM CGA 320-by-200 and 640-by-200 graphics correctly by accounting for packed pixels, alternating scanline banks, palette state, and adapter limits.
Map Mode 13h pixels correctly by deriving the 320-byte stride, chain-4 plane selection, 64 KiB aperture limits, and page and palette boundaries.