These days, oscilloscope hacking is all about enabling features that the manufacturer baked into the hardware but locked out in the firmware. Those hacks are cool, of course, but back in the days of analog scopes, unlocking new features required a decidedly more hardware-based approach.
For an example of this, take a look at this oscilloscope beam splitter by [Lockdown Electronics]. It’s a simple way to turn a single-channel scope into a dual-channel scope using what amounts to time-division multiplexing. A 555 timer is set up as an astable oscillator generating a 2.5-kHz square wave. That’s fed into the bases of a pair of transistors, one NPN and the other PNP. The collectors of each transistor are connected to the two input signals, each biased to either the positive or negative rail of the power supply. As the 555 swings back and forth it alternately applies each input signal to the output of the beam splitter, which goes to the scope. The result is two independent traces on the analog scope, like magic.
[Japhy Riddle] was tired of creating pixel art. He went to subpixel art. The idea is that since each color pixel is composed of three subpixels, your display is actually three times as dense as you think it is. As long as you don’t care about the colors, of course.
Is it practical? No, although it is related to the Bayer filter algorithm and font antialiasing. You can also use subpixel manipulation to hide messages in plain sight.
The video begins with the removal of the round CRT tube. Once it’s extracted from the set, it’s placed in a round garbage can which serves as a handy work stand for the unique device. It’s all delicate work as it’s very easy to damage a picture tube, particularly an old one. Removing the discoloration is quite a job—the problem is caused by adhesive holding the front layer safety glass on, which has going bad over the years. It requires lots of heat to remove. In doing this repair, [bandersentv] notes he’s also giving up the safety of the original extra glass layer on the front of the tube. Worth noting if you’re worried about a given tube’s integrity.
Of course, cleaning the tube is just part of the job. [bandersentv] then gave us a second video in which he returns the tube to its original home and gets the TV back up and running. The quality is surprisingly good given what poor shape the tube was in to begin with.
We always thought the older console games looked way better back in the day on old CRTs than now on a modern digital display. [Stephen Walters] thinks so too, and goes into extensive detail in a lengthy YouTube video about the pros and cons of CRT vs digital, which was totally worth an hour of our time. But are CRTs necessary for retro gaming?
The story starts with [Stephen] trying to score a decent CRT from the usual avenue and failing to find anything worth looking at. The first taste of a CRT display came for free. Left looking lonely at the roadside, [Stephen] spotted it whilst driving home. This was a tiny 13″ Sanyo DS13320, which, when tested, looked disappointing, with a blurry image and missing edges. Later, they acquired a few more displays: a Pansonic PV-C2060, an Emerson EWF2004A and a splendid-looking Sony KV24FS120. Some were inadequate in various ways, lacking stereo sound and component input options.
A large video section discusses the reasons for the early TV standards. US displays (and many others using NTSC) were designed for 525 scan lines, of which 480 were generally visible. These displays were interlaced, drawing alternating fields of odd and even line numbers, and early TV programs and NTSC DVDs were formatted in this fashion. Early gaming consoles such as the NES and SNES, however, were intended for 240p (‘p’ for progressive) content, which means they do not interlace and send out a blank line every other scan line. [Stephen] goes into extensive detail about how 240p content was never intended to be viewed on a modern, sharp display but was intended to be filtered by the analogue nature of the CRT, or at least its less-than-ideal connectivity. Specific titles even used dithering to create the illusion of smooth gradients, which honestly look terrible on a pixel-sharp digital display. We know the differences in signal bandwidth and distortion of the various analog connection standards affect the visuals. Though RGB and component video may be the top two standards for quality, games were likely intended to be viewed via the cheaper and more common composite cable route.
It’s been a long time since the family TV has had a CRT in it, and even longer since that it was using what was basically an overgrown oscilloscope tube. But “roundies” were once a thing, and even back in the early 80s you’d still find them in living rooms on TV repair calls, usually sporting a characteristic and unsightly bullseye discoloration.
Fast-forward a few decades, and roundy TVs have become collectible enough that curing their CRT cataracts is necessary for restorationists like [shango066], a skill he demonstrates in the video below. The defect comes from the composite construction of CRTs — a safety feature added by television manufacturers wisely concerned with the safety aspects of putting a particle accelerator with the twin hazards of high vacuum and high voltage in the family home. The phosphor-covered face of the tube was covered by a secondary glass cover, often tinted and frosted to improve the admittedly marginal viewing experience. This cover was often glued in place with an epoxy resin that eventually oxidized from the edges in, making the bullseye pattern.
The remedy for this problem? According to [shango066], it’s heat, and plenty of it. After liberating the tube from the remarkably clean TV chassis, he took advantage of a warm summer’s day and got the tube face cooking under a black plastic wrap. Once things were warmed up, more heat was added to really soften the glue; you can easily see the softening progress across the face of the tube in the video below. Once softened, gentle prying with wooden chopsticks completes the job of freeing the safety lens, also in remarkably good shape.
With the adhesive peeled off in an oddly satisfying manner, all that’s left is a thorough cleaning and gluing the lens back on with a little silicone sealant around the edges. We’d love to see the restored TV in operation, but that’s left to a promised future video. In the meantime, please enjoy a look at the retro necessities TV owners depended on in the good old days, which really weren’t all that good when you get down to it.
Before LCD and LED screens were ubiquitous, there was a time when the cathode ray tube (CRT) was essentially the only game in town. Even into the early 2000s, CRTs were everywhere and continuously getting upgrades, with the last consumer displays even having a semi-flat option. Their size and weight was still a major problem, though, but for a long time they were cutting edge. Wanting to go back to this time with their original Game Boy, [James Channel] went about replacing their Game Boy screen with a CRT.
The CRT itself is salvaged from an old video conferencing system and while it’s never been used before, it wasn’t recently made. To get the proper video inputs for this old display, the Game Boy needed to be converted to LCD first, as some of these modules have video output that can be fed to other displays. Providing the display with power was another challenge, requiring a separate boost converter to get 12V from the Game Boy’s 6V supply. After getting everything wired up a few adjustments needed to be made, and with that the CRT is up and running.
Unfortunately, there was a major speed bump in this process when [James Channel]’s method of automatically switching the display to the CRT let the magic smoke out of the Game Boy’s processor. But he was able to grab a replacement CPU from a Super Game Boy, hack together a case, and fix the problem with the automatic video switcher. Everything now is in working order for a near-perfect retro display upgrade. If you’d like to do this without harming any original hardware, we’ve seen a similar build based on the ESP32 instead.
The ‘CRT Effect’ myth says that the reason why pixel art of old games looked so much better is due to the smoothing and blending effects of cathode-ray tube (CRT) displays, which were everywhere until the early 2000s. In fits of mistaken nostalgia this has led both to modern-day extreme cubism pixel art and video game ‘CRT’ filters that respectively fail to approach what pixel art was about, or why old games looked the way they did back with our NES and SNES game consoles. This is a point which [Carl Svensson] vehemently argues from a position of experience, and one which is likely shared by quite a few of our readers.
Although there is some possible color bleed and other artefacts with CRTs due to the shadow mask (or Sony’s Trinitron aperture grille), there was no extreme separation between pixels or massive bleed-over into nearby pixels to create some built-in anti-aliasing as is often claimed unless you were using a very old/cheap or dying CRT TV. Where such effects did happen was mostly in the signal being fed into the CRT, which ranged from the horrid (RF, composite) to the not-so-terrible (S-Video, component) to the sublime (SCART RGB), with RGB video (SCART or VGA) especially busting the CRT effect myth.
Where the pixel art of yester-year shines is in its careful use of dithering and anti-aliasing to work around limited color palettes and other hardware limitations. Although back in the Atari 2600 days this led to the extreme cubism which we’re seeing again in modern ‘retro pixel art’ games, yesterday’s artists worked with the hardware limitations to create stunning works of arts, which looked great on high-end CRTs connected via RGB and decent via composite on the kids’ second-hand 14″ color set with misaligned electron guns.