Author Topic: RGB vs. Composite: screencaps (14400 baud warning ;-P)  (Read 2417 times)

Black Tiger

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #15 on: December 08, 2008, 12:08:12 PM »
But Joe, text in games was never meant to become readable. :wink:


I kinda like the composite, shading is much smoother, colors used to soften outlines are less pixelated, the smoke coming off the evil looking dude on the left looks more convincing, as for Rockman, the characters are all flesh color, but then maybe they wanted the characters to be yellow.


With TG-16/PC Engine composite, the picture isn't just blurrier, it's washed out. If you like the way that blurriness blends pixels together, you can have the best of both by outputing an RGB mod through composite-

http://superpcenginegrafx.com/video666.html

Same with NES, Virtual Console NES games displayed through Wii composite look hella better color/contrast-wise than NES hardware composite.


As for Megaman's yellow skin color, that particular Famicom hardware just happens to display colors differently than other systems and emulation. It's not because of the RGB clarity-

« Last Edit: December 08, 2008, 12:13:33 PM by Black Tiger »
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guyjin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #16 on: December 08, 2008, 12:10:36 PM »
i suppose it looks better in that case, but as someone noted earlier,  sometimes it makes boss robots look like Simpsons characters.
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Joe Redifer

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #17 on: December 08, 2008, 12:14:01 PM »
I don't really get the Simpsons reference.

EDIT:  Oh.

Black Tiger

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #18 on: December 08, 2008, 12:14:05 PM »
i suppose it looks better in that case, but as someone noted earlier,  sometimes it makes boss robots look like Simpsons characters.

See my just edited post. :P
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guyjin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #19 on: December 08, 2008, 12:18:32 PM »
 8-[
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Tatsujin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #20 on: December 08, 2008, 12:35:48 PM »
wow, cool thread and so true. but the very bad thing about AV can not be even seen on those static pictures. it starts, when the picture starts to move on (scroll). then you confront with teh real problem of AV.
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Joe Redifer

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #21 on: December 08, 2008, 12:55:31 PM »
I know what you mean.  Great examples are climbing up the rope at the beginning of Legendary Axe or the Ys 1&2 title screen (see below), Stage 2 in SMS Shinobi (where the purple stripes on the buildings seem to move with you) or just about EVERY NES game.

I present to you the Ys title screen as viewed in composite (slowed WAAAAY down, of course):



In RGB or s-video, it is one solid image, no shimmering.

guyjin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #22 on: December 08, 2008, 12:57:26 PM »
She's supposed to shimmer, she's that awesome!  :P
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Duo_R

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #23 on: December 08, 2008, 01:02:59 PM »
her hair is completely still in component vid, and u can see every little detail (even her bewbies).....J/K

I know what you mean.  Great examples are climbing up the rope at the beginning of Legendary Axe or the Ys 1&2 title screen (see below), Stage 2 in SMS Shinobi (where the purple stripes on the buildings seem to move with you) or just about EVERY NES game.

I present to you the Ys title screen as viewed in composite (slowed WAAAAY down, of course):



In RGB or s-video, it is one solid image, no shimmering.
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Tatsujin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #24 on: December 08, 2008, 01:22:27 PM »
nice joe. that has to do with interferences which are produced by distorted informations due to the losses which AV bings with it. best example if you have a steady raster which looks quite good in static, but starts to produce any kind of patterns when it moves on. it also depends on the used resolution of how bad this effect will show up in the end.
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awack

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #25 on: December 08, 2008, 02:46:18 PM »
Quote
With TG-16/PC Engine composite, the picture isn't just blurrier, it's washed out. If you like the way that blurriness blends pixels together, you can have the best of both by outputing an RGB mod through composite-

That RGB mod looks great, as for the washed out composite, i might be crazy but for some games i actually like the subtler more subdued colors, take Drac x for example, it goes from a Harmony of dissonance pallet when using something like RGB to a sotn pallet when using composite, of course Ive never seen  RGB in person 8-[, i,m guessing it looks similar to a emulator monitor combo.

TH0R

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #26 on: December 19, 2008, 04:13:55 PM »
Yeah, I really ought to do some caps from the SMS and MD just to show how shitty composite is on those systems...   :-&
how do you get rgb out of these?

Duo_R

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #27 on: December 19, 2008, 04:25:10 PM »
The RGB fairy. You have to take your old non RGB system, put it under your pillow and hope that you get the RGB goodness!  :dance: :dance:

Serious note - u have to mod your console for the Duo. For MD RGB is available in the port and you just have to get scart cable or build from scratch (or build a custom AV port).

Yeah, I really ought to do some caps from the SMS and MD just to show how shitty composite is on those systems...   :-&
how do you get rgb out of these?
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ccovell

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #28 on: December 20, 2008, 03:31:21 AM »
OK, here are a few more, from the MD and SMS:

Composite --> RGB









These are all 256 pixel-wide games.  I'll take some 320-wide ones from the MD later.  Plus, explain the tech stuff.

guyjin

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Re: RGB vs. Composite: screencaps (14400 baud warning ;-P)
« Reply #29 on: December 20, 2008, 05:21:49 AM »
Quote
These are all 256 pixel-wide games.

so why do the composite shots look bigger?
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