@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
###scanline rendering Algoritm ###
###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 ###
###source
http://www.zophar.net/tech/files/playstation.htm###
btw im so happy the team took up this Emu again ridin the zodttdtrain is so much fun
Dont take this as unpolite... its not my intentions (I also have transalationproblems)
1- Did you test the emu? interlaced rendering with progressive on makes exactli wha you say and more, please test it. That feature has been there for ages
2- aet is interestin with zbuffer and so...psx dont has zbuffer neither poligo soting its done by the game
3- I didnt leva the train... I have continue workin on the emu... only that um not so social as zottd
like you im hm.. not very social. so i it can be hard to get my words across with their meaning intact
but i see what you mean and point is taken.
i just wanted to get my message across and not insult you.
and i sometimes seem to forget that you are a Team and that you all are excellent coders that have been coding on this a long time ... im sorry for that my ignorance shines thru sometimes
im very grateful for all the efforts "psx4all Team" produces
i mostly watch psx demos on your emu (pouet.net)and some of them just makes my jaw drop
if you want anybody to find/share specific psx documentation for you to use in your emu just let me know and i will scout the internet like a blood hound.