Hi,
I am working on an anti aliasing function for the 1100D. First proof of concept results look nice, but it is still quite slow.
Basic idea is too perform some filtering on the image buffer to avoid aliasing after the line skipping takes place.
I am using a 1x3 filter kernel, which allows it to perform the filtering in place since only every second line is written.
Of course due to the fact, that we are limited to the first 80 entries of cannons palette this only works for gray scale, but I am translating color values to gray values that have the same brightness and use this to calculate intermediate values. And instead of overwriting a color pixel, nothing is done.
So let's assume the output of anti aliasing in full color space is a green pixel with a dark green pixel next to it. Here a green pixel with a dark gray pixel next to it is drawn instead. It's not quite as nice, but looks much better than without AA.
You can choose the area to be anti-aliased and you can also do stuff like: draw an icon, anti alias it and draw some not anti aliased text above it.
No AA:https://bitbucket.org/ubbut/magic-lantern/

With AA:

Please excuse the bad image quality
I believe this could be especially useful for dynamic generated graphics, such as histogram or vectorscope. (if the speed is improved)
if anyone is interested, code can be found here:
https://bitbucket.org/ubbut/magic-lantern/Note: it is just for testing and still beta. I set up a test pattern in the audio menu - turn on meters to turn on anti aliasing. The AA is performed on the whole screen, it is of course faster if only applied to a small area.