djmips, on Fri Mar 11, 2011 2:46 PM, said:
Have you ever seen someone do a demo of playfield scrolling using the ball for edge smoothing? I think it would be a neat trick for sure.
Yes, that would be one possibility. In fact, some games do use the ball or missiles to draw a background with hi-res lines that scroll smoothly-- Defender or StarGate come to mind. But it would probably be a bear to use the ball to smooth out the edges of the playfield while it's scrolling-- not as long as only one edge per line needs to be smoothed, but certainly if multiple edges need to be smoothed per scan line.
djmips, on Fri Mar 11, 2011 2:46 PM, said:
I'm seeing your flicker the edges idea in my mind's eye as a form of anti-aliasing or time division multiplexing or pulse width modulation, and I can see how that would work but I don't think our eyes would be able to integrate this without some very irritating flicker side effects and I'm not sure it would be successful at conveying the smoothed edges appropriately. But the only way to find out... :-)
I've tried using flicker to try to make it look like the playfield is scrolling more smoothely, and the results pretty much sucked!

It didn't work at all, at least certainly not like I'd hoped.
djmips, on Fri Mar 11, 2011 2:46 PM, said:
But getting back to the RSYNC idea. RSYNC is documented as Reset Sync - resets the horizontal sync counter to define the beginning of horizontal blank time, and is used in chip testing.
RSYNC doesn't help with scrolling, either. All it does is redefine the beginning of horizontal blanking and horizontal sync (or the horizontal counter in general), making that particular scan line shorter than normal. There's no way to change the way the TIA aligns and draws the playfield pixels in relation to the end of horizontal blanking (or the beginning of the visible line). It would have been a nice feature, but there's no way to do it (that I know of, anyway) short of replacing the TIA with a different chip.
Michael