The LD players used in the games don't allow any application data to be stored in the blanking interval. The blanking interval is used internally for player control, and is not externally accessible even on the OEM players.
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If you digitize a vinyl LP or an audio cassette 100 times, you will get 100 different sets of digital data, and no one of them, nor any composite you can make from them, are "correct". This is true for all analog recording systems.
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That's basic information theory, not something I'm making up. But I'll shut up now.
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The idea isn't to capture with an overall frame quality better than what you'd get out of a capture card. It would be about being able to construct a capture that doesn't have minor, single-scanline or partial-scanline faults that are so prevalent. I hope that's more sensible.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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