@Unai/zodttd
a long time ago i tried to explain my thoughts on a tv like scanline rendering i did not take into account that im not very good at explaining but the bottom line was that i thought that the psx rendered 2 passes of one whole picture in a Tv scanline manner like
A. first scanline pass 1 3 5 7 8
B. second scanline pass 0 2 4 6 8
and that the full picture would compromise of A+B
so that 60i frames rendered was infact only 30p full frames (like in a SD tv movie)
then i tried to present that "maybe" it would benefit rendering if the above technique was used.
i don't know what rendering technique psx4gp2x uses now but it seems like your team took the progressive rendering approach. (and discards fields that are meant to be "not to be rendered" in scanline mode)
i don't want you to take it like im telling you to do something to my liking.
but im afraid that my message got lost in translation (im swedish and this is a hard thing to explain in my native tounge even)
and i would like to explain what i meant for my own peace of mind.
anyhow i stumbled upon what i meant in wikipedia so have a look if you like, the Algoritm part pretty much sums up what i meant
###scanline rendering Algoritm ###
The usual method starts with edges of projected polygons inserted into buckets, one per scanline; the rasterizer maintains an 'active edge table' (AET). Entries maintain sort links, X coordinates, gradients, and references to the polygons they bound. To rasterize the next scanline, the edges no longer relevant are removed; new edges from the current scanlines' Y-bucket are added, inserted sorted by X coordinate. The AET entries have X and other parameter information incremeneted. AET entries are maintained in an X-sorted list by bubble-sort, affecting a change when 2 edges cross. After updating edges, the AET is traversed in X order to emit only the visible spans, maintaining a Z-sorted active Span table, inserting and deleting the surfaces when edges are crossed.
###source
http://en.wikipedia.org/wiki/Scanline_rendering###
i hope that it explains what i was rambling about.
i know it mostly applies to 3d rendering, but sprites are handled in a similar fashion on the psx by the GTE as explained here.
### psx GTE sprite vs regular sprite ###
A sprite is a textured rectangle, defined as a rectangle with coordinates on a texture page. Like the rectangle is drawn much faster than the polygon equivalent. No gourad shading possible. Even though the primitive is called a sprite, it has nothing in common with the traditional sprite, other than that it's a rectangular piece of graphics. Unlike the PSX sprite, the traditional sprite is NOT drawn to the bitmap, but gets sent to the screen instead of the actual graphics data at that location at display time.
###source
http://www.zophar.net/tech/files/playstation.htm###
(im only a hardware fanatic that like to theorize about quirks in gaming machines)
btw im so happy the team took up this Emu again ridin the zodttdtrain is so much fun