TV pass or fail? This program is designed for NES and tests various aspects of the display it is connected to. Press the A Button to switch screens. _____________________________________________________________________ NTSC chroma/luma crosstalk The PPU in the PlayChoice arcade system generates RGB video, with red, green, and blue color information on separate cables. The PPU in the NES generates composite video, with chroma (color) and luma (brightness) information carried on one cable at different frequency bands. To keep the circuit cheap, it does not perform proper filtering to keep the chroma from bleeding into the luma. This especially has an effect on 45 degree diagonal lines. But an accurate emulator must preserve the same artifacts, as games such as Blaster Master rely on them to create the richest color palette. This screen displays something noticeably different on an NTSC NES PPU vs. the RGB PPU that most PC based NES emulators emulate. Display on RGB system: Display on NTSC system: ,---------. ,---------. | ===== | | ===== | |%%%%%%%%%| | PASS! | | | | | | PRESS A | | PRESS A | `---------' `---------' _____________________________________________________________________ Pixel aspect ratio PC displays most commonly generate square pixels. A square pixel on an NTSC display is 7/12 of a chroma cycle wide, but the NES PPU did not generate square pixels. Instead, it generated pixels 8/12 of a chroma cycle wide, which are somewhat wider than they are tall. This made games' graphics appear stretched. If they are displayed with square pixels on a PC based emulator, graphics will not appear with the intended proportions. This screen shows three rectangles. One is a square on NTSC NES and PlayChoice, one is a square on PAL NES, and one is a square with square pixels. _____________________________________________________________________ Legal Copyright 2007 Damian Yerrick Do not distribute this quick and dirty preview version to the public until it has been tested on an NES.