The programs will flicker more if you are on a PAL machine. One thing that can help with this is using a monitor with a scan doubler. Also, when selecting your colors, watch your luminances, you don't want to vary the luminance between flickers by more than 4 steps, this will reduce the flicker in your designed character set.
There are also methods to use these character fonts in scanline mode (that is, changes are made per scanline). The limitations are, you can only do it in assembly, and it has to be a graphics mode which doesn't do display list swapping (this means you can't use DIN, or Super CIN/MIN/PCIN)
Also, if you are using Super IRG, Super 10, or the two PCIN modes based out of Antic 4, you can do a dithering pattern on your characters when using solid color fields. This is easiest to explain in Super IRG. The reason this works is because Super IRG and the other modes do not shift any of the color registers. Here's an example screenshot, first of the two font masks, then the resultant character:
Keep in mind that the cursor in this example is in the top left corner of the character grid.
If you will look at the palette bar (0-9 a-f) you will find some colors are identical. I call these "dithering pairs". In this case I am using colors 6 and 9 as my dithering pairs, these two colors are the result of blending PF0 and PF1, but on alternate frames. You will use one of the dithering pairs on alternate spaces on the grid, making a checkerboard pattern, filling in the spaces left with the other dithering pair color. This will reduce your flickering.
The method also works on Super 10, and on the PCIN (Gr. 12 + Gr. 10) modes, except that the pattern will be 2x8, and in PCIN you have to use 2 pixels on the Graphics 12 side of the display, paired with one pixel on the Graphics 10 side. Also, you can only do this with PF0-PF2 in this mode (or PF3 if you use Super PCIN) as these are the color registers shared between Graphics 12 and Graphics 10. I've included screenshot examples for Super PCIN:
In this example the dithering pairs are "7" and "A", these will blend PF1 and PF2 on alternate frames.
There is some striping in the character grid, because of the Graphics 10 pixel shift, but you will notice in the typing area this same character looks properly.
One feature I am considering for future versions is automatic color dithering in modes which support it. I know Bill Kendrick did this in his own SIFE Super IRG font editor.
Also, if you're trying to design readable text for a text adventure or a title screen, I've found that the DIN (gr.0 + gr.12) mode works best. You are blending pixels at a higher resolution (320 mixed with 160) and with careful color selection you can get a nice display. This is the mode I used for the ICE IRG Super Mario style title screen.
Edited by Synthpopalooza, Tue Nov 8, 2011 2:07 PM.