Horizontal Blanking Interval
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Horizontal Blanking Interval
Horizontal blanking interval refers to a part of the process of displaying images on a computer monitor or television screen via raster scanning. CRT screens display images by moving beams of electrons very quickly across the screen. Once the beam of the monitor has reached the edge of the screen, the beam is switched off, and the deflection circuit voltages (or currents) are returned to the values they had for the other edge of the screen; this would have the effect of retracing the screen in the opposite direction, so the beam is turned off during this time. This part of the line display process is the Horizontal Blank. In detail, the Horizontal blanking interval consists of: * front porch – blank while still moving right, past the end of the scanline, * sync pulse – blank while rapidly moving left; in terms of amplitude, "blacker than black". * back porch – blank while moving right again, before the start of the next scanline. Colorburst occurs during the back porch, an ...
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Television
Television, sometimes shortened to TV, is a telecommunication medium for transmitting moving images and sound. The term can refer to a television set, or the medium of television transmission. Television is a mass medium for advertising, entertainment, news, and sports. Television became available in crude experimental forms in the late 1920s, but only after several years of further development was the new technology marketed to consumers. After World War II, an improved form of black-and-white television broadcasting became popular in the United Kingdom and the United States, and television sets became commonplace in homes, businesses, and institutions. During the 1950s, television was the primary medium for influencing public opinion.Diggs-Brown, Barbara (2011''Strategic Public Relations: Audience Focused Practice''p. 48 In the mid-1960s, color broadcasting was introduced in the U.S. and most other developed countries. The availability of various types of archival st ...
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Parallax Scrolling
Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. The technique grew out of the multiplane camera technique used in traditional animation since the 1930s. Parallax scrolling was popularized in 2D computer graphics with its introduction to video games in the early 1980s. Some parallax scrolling was used in the arcade video game ''Jump Bug'' (1981). It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. The following year, ''Moon Patrol'' (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them. ''Moon Patrol'' is often credited with popularizing parallax scrolling. '' Jungle King'' (1982), later called ''Jungle Hunt'', also had par ...
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Video Signal
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Sheffield, England
Sheffield is a city in South Yorkshire, England, whose name derives from the River Sheaf which runs through it. The city serves as the administrative centre of the City of Sheffield. It is historically part of the West Riding of Yorkshire and some of its southern suburbs were transferred from Derbyshire to the city council. It is the largest settlement in South Yorkshire. The city is in the eastern foothills of the Pennines and the valleys of the River Don with its four tributaries: the Loxley, the Porter Brook, the Rivelin and the Sheaf. Sixty-one per cent of Sheffield's entire area is green space and a third of the city lies within the Peak District national park. There are more than 250 parks, woodlands and gardens in the city, which is estimated to contain around 4.5 million trees. The city is south of Leeds, east of Manchester, and north of Nottingham. Sheffield played a crucial role in the Industrial Revolution, with many significant inventions and technolo ...
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Vertical Blanking Interval
In a raster scan display, the vertical blanking interval (VBI), also known as the vertical interval or VBLANK, is the time between the end of the final visible line of a frame or field and the beginning of the first visible line of the next frame. It is present in analog television, VGA, DVI and other signals. In raster cathode ray tube displays, the blank level is usually supplied during this period to avoid painting the retrace line — see raster scan for details; signal sources such as television broadcasts do not supply image information during the blanking period. Digital displays usually will not display incoming data stream during the blanking interval even if present. The VBI was originally needed because of the inductive inertia of the magnetic coils which deflect the electron beam vertically in a CRT; the magnetic field, and hence the position being drawn, cannot change instantly. Additionally, the speed of older circuits was limited. For horizontal deflection, the ...
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Nominal Analogue Blanking
Nominal analogue blanking is the outermost part of the overscan of a standard definition digital television image. It consists of a gap of black (or nearly black) pixels at the left and right sides, which correspond to the end and start of the horizontal blanking interval: the front porch at the right side (the end of a line, before the sync pulse), and the back porch at the left side (the start of a line, after the sync pulse and before drawing the next line). Digital television ordinarily contains 720 pixels per line, but only 702 (PAL) to 704 (NTSC) of them contain picture content. The location is variable, since analogue equipment may shift the picture sideways in an unexpected amount or direction. The exact width is determined by taking the definition of the time required for an active line in PAL or NTSC, and multiplying it by the pixel clock of 13.5 MHz of Digital SDTV. PAL is exactly 52μs, so it will equate to exactly 702 pixels. Notably, screen shapes and aspe ...
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Mode 7
Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different effects. The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as ''Nintendo Power'' and ''Super NES Player's Guide''.'''' Similar ''faux'' 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games. Function The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the ...
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TurboGrafx-16
The TurboGrafx-16, known as the outside North America, is a home video game console designed by Hudson Soft and sold by NEC, NEC Home Electronics. It was the first console marketed in the fourth generation of video game consoles, fourth generation, commonly known as the 16-bit era, though the console has an 8-bit central processing unit (CPU) coupled with a 16-bit graphics processor. It was released in Japan in 1987 and in North America in 1989. In Europe, the console is known as the PC Engine, after the Japanese model was imported and distributed in the United Kingdom and France from 1988. In Japan, the system was launched as a competitor to the Nintendo Entertainment System, Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super Nintendo Entertainment System, Super NES. The console has an 8-bit CPU and a dual 16-bit graphics processing unit (GPU) chipset consisting of a video display controller (VDC) and video ...
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Rondo Of Blood
''Castlevania: Rondo of Blood'', originally released in Japan as is a platform-adventure video game developed by Konami for the PC Engine's Super CD-ROM² System directed by Toru Hagihara. Part of the ''Castlevania'' series, protagonist Richter Belmont goes to save his lover Annette, who was abducted by Dracula. It was first released exclusively in Japan on October 29, 1993. A direct sequel, '' Castlevania: Symphony of the Night'', was released worldwide in 1997. The game was remade for the Super Nintendo Entertainment System as '' Castlevania: Dracula X'' in 1995, and the PlayStation Portable as '' Castlevania: The Dracula X Chronicles'' in 2007. In 2008, the original game was released for the Wii's Virtual Console service in Japan and for the North American and PAL regions in 2010. In 2018, the game was included along with ''Symphony of the Night'' within the ''Castlevania Requiem'' collection for the PlayStation 4. The title is also playable on the TurboGrafx-16 Mini. In 2021, ...
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Raster Bar
The raster bar (also referred to as rasterbar or copperbar) is an effect used in demos and older video games that displays animated bars of colour, usually horizontal, which additionally might extend into the border, a.k.a. the otherwise unalterable area (assuming no overscan) of the display. Raster bar-style effects were common on the Atari 2600 and Atari 8-bit family (because they could be easily displayed using the hardware of those systems) and then later in demos for the Commodore 64, Amiga, Atari ST, and Amstrad CPC. The term ''copperbar'' comes from a graphics coprocessor on the Amiga home computer referred to as the Copper (a shortened form of coprocessor). It can be programmed to change the display colors per scan line without requiring the CPU, except to update the position of the bars once per frame. Horizontal raster bars Such computers had limited graphical abilities and usually a fixed number of colours or inks (''e.g.'' a maximum of 16 on the Amstrad CPC) that ...
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Display Device
A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the display is called an ''electronic display''. Common applications for ''electronic visual displays'' are television sets or computer monitors. Types of electronic displays In use These are the technologies used to create the various displays in use today. * Liquid crystal display (LCD) ** Light-emitting diode (LED) backlit LCD ** Thin-film transistor (TFT) LCD ** Quantum dot (QLED) display * Light-emitting diode (LED) display ** OLED display ** AMOLED display ** Super AMOLED display Segment displays Some displays can show only digits or alphanumeric characters. They are called segment displays, because they are composed of several segments that switch on and off to give appearance of desired glyph. The segments are us ...
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