Also see this text from the maker of the game Return of the Obra Dinn, he wanted an FPS with black and white dithered graphics and had to jump through some hoops to get there:
The Psion Series 3 and 3a also did this. The tradeoff is that you have a lower frame rate, but with a 3-8 MHz 16-bit CPU, a lower frame rate wasn’t really a problem: the CPU couldn’t update the frame buffer at the display’s speed anyway.
Let’s also not forget the infamous tricks to produce color on TI’s b/w graphing calcs (aka “blue line of death”, said to damage/destroy the LCD).
It would be interesting to see how many of the advanced techniques described in the article could be pulled off on the Z80 and/or 68k based TI graphing calcs. Anyway, thoroughly enjoyed the read.
Also see this text from the maker of the game Return of the Obra Dinn, he wanted an FPS with black and white dithered graphics and had to jump through some hoops to get there:
https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742
Oh wow. If there’s a more formal write up on this I’d love to see it submitted as a story here in its own right.
Also used by the TI-84+ (and probably other models in the series) to get 4-level greyscale.
The Psion Series 3 and 3a also did this. The tradeoff is that you have a lower frame rate, but with a 3-8 MHz 16-bit CPU, a lower frame rate wasn’t really a problem: the CPU couldn’t update the frame buffer at the display’s speed anyway.
Let’s also not forget the infamous tricks to produce color on TI’s b/w graphing calcs (aka “blue line of death”, said to damage/destroy the LCD).
It would be interesting to see how many of the advanced techniques described in the article could be pulled off on the Z80 and/or 68k based TI graphing calcs. Anyway, thoroughly enjoyed the read.
I really enjoyed the post but - minor nit - the contrast between the background and the text is poor.