Anyway, here's a mockup I did:

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According to Blargg's NTSC filter it will look like this:tokumaru wrote:Looks good. I wonder how the dithered colors would look with NTSC artifacts, but so far it certainly looks better than Somari!
I think it'd look weird without the see-thru effect since it matches the background in the stones. A wavy line with nothing above or below would look weirder. Very nice graphics!tokumaru wrote:Not too bad on the stones, but the water looks pretty weird with those diagonal stripes...
Something like this?LocalH wrote:This might be a good place to use a one-framed alternating dither pattern. Similar techniques were used for the shields in the 16-bit Sonic games, and for the water in the 8-bit games.
It's not just the pixel clock, the Genesis composite output also exhibits color mixing in H28 mode (256x224) such that that distinctive dithering still functions. Not sure of the low level reason for that, probably realted to the timing relative to colorburst. I know the H28 pixel clock is damn close to the NES/SNES (I've used the same aspect ratio for Genesis graphics as one would use for NES graphics, and PAR is a function of the pixel clock, since the pixel clock determines the width of a pixel).Drag wrote:The only trick I can think of is where artists dithered with vertical bars rather than a checkerboard pattern. The genesis also had a 320x240 resolution mode which used a faster pixel clock to create the increased horizontal resolution, which means that for each period of the colorburst wave, there's more pixels. So basically, the pixels blurred together better than they would on the NES.