Search found 281 matches

by turboxray
Thu Aug 18, 2022 9:42 am
Forum: General Stuff
Topic: That Euro/UK aesthetic
Replies: 22
Views: 502

Re: That Euro/UK aesthetic

The whole Amiga extra "dull" look, where the trend started from IMO, is simply because of the limited number of on screen colors - but large main palette range. This is especially true when they're trying to use dual plane mode, where each plane only has 7 colors. Removing the saturation a...
by turboxray
Wed Aug 17, 2022 8:18 am
Forum: General Stuff
Topic: That Euro/UK aesthetic
Replies: 22
Views: 502

Re: That Euro/UK aesthetic

Or the Virgin Interactive games... Cool Spot, Disney's Aladdin, Earthworm Jim, Earthworm Jim 2 UK, or possibly US (? not sure) they had a US dev team also. But I listed the David Perry games, and he's Irish edit... "In 1991, he moved to the United States to work for the American division of Vi...
by turboxray
Mon Aug 15, 2022 7:52 am
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 2018

Re: Question about black bars, again. . . .

I'm pretty sure you can get the latest PS for just $20 a month, which is cheap enough (I do the whole suite bundle subscription tho). One thing I did notice on pixel aspect ratio settings in photoshop, is that if you have layers/project and copy stuff from it to a different aspect ratio project/psd ...
by turboxray
Sun Aug 14, 2022 8:38 am
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 2018

Re: Question about black bars, again. . . .

Some of the things you notice in an emulator, and say "this looks bad" probably looked fine on a 1990s CRT that cut off several pixels on each side. The kids playing the games didn't care, and the developers didn't care. ^This. Since none of these game systems are even using the full 240 ...
by turboxray
Mon Aug 08, 2022 5:13 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 25
Views: 1507

Re: My God, this seriously could pass for a 32-bit game imo

Side topic: The PC-FX is just the Tetsujin system, which was supposed to come out in 1992, with a slight upgrade to the CPU. It's 100% a raster based system and really is the tail end of the 16bit generation (it follows all the characteristics/designs), rather than a 32bit era system. I mean it's l...
by turboxray
Mon Aug 08, 2022 5:04 pm
Forum: SNESdev
Topic: Pseudo hi-res mode for transparency
Replies: 1
Views: 306

Pseudo hi-res mode for transparency

I couldn't find the original thread being buried by all these others, so I just made a new one. I finally got a PAL SNES system today, and wanted to see what the signal itself looked like for Kirby 3: http://www.turboxraypce.org/pics/SNES/PIC-2022_08_08_16_49_05.png http://www.turboxraypce.org/pics/...
by turboxray
Sat Aug 06, 2022 3:50 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 25
Views: 1507

Re: My God, this seriously could pass for a 32-bit game imo

Side topic: I guess the fascination around mode 7 was a forerunner to the upcoming 3D craze at the time. NEC and Hudson should have seen it as a hint to put 3D hardware on the PC-FX from the start, but they focused on anime-heavy games which was popular on their previous system. But I guess it's eas...
by turboxray
Sat Aug 06, 2022 2:12 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 25
Views: 1507

Re: My God, this seriously could pass for a 32-bit game imo

Yeah, beautiful artwork - but nothing here would be confused as Saturn/PS vs SNES, unless your exposure to those 32bit systems as limited. I do find it fascinating that SNES did translucency right out of the box in 1990. People like to mention mode 7 as the defining characteristic and standout featu...
by turboxray
Thu Aug 04, 2022 10:51 am
Forum: NES Music
Topic: Musetracker
Replies: 31
Views: 31275

Re: Musetracker

Necro bumping because this tracker and example cover songs always impressed me. Updated link: https://fo.aspekt.fi/
by turboxray
Tue Aug 02, 2022 8:28 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4451

Re: Regarding SNES' object limitations

iNCEPTIONAL wrote: Mon Aug 01, 2022 2:15 pmThree years you say..
More than three years. I went by tomaitheous and other names. I've been here since 10-15 years whatever.
by turboxray
Mon Aug 01, 2022 3:04 pm
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1352

Re: Does one colour ALWAYS have to be transparent?

Possibly the most frustrating example of this sort of dreaming is the Nintendo 64. We now know that a large part of the performance problem with the RAM was actually a design error in the memory controller, and that SGI found out about it before launch and was seriously considering fixing it - but ...
by turboxray
Mon Aug 01, 2022 2:04 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4451

Re: Regarding SNES' object limitations

some PC Engine fan coming in here and telling me I don't know what I'm talking about and dictating what I should be calling objects and sprites and so on: Heyo. I personally don't see things in a child-like black and white way, where someone can only be a fan of one systems (such as a self-proclaim...
by turboxray
Mon Aug 01, 2022 1:41 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4451

Re: Regarding SNES' object limitations

128 hardware sprites != 128 objects. In that video, the freeze frame shot with 128 OAM entries, only 31-33 objects are actually on screen (that doesn't include the starfield). It's 128 hardware sprites because the snes doesn't have more optimal sprite sizes. If I were to convert that exact scene to...
by turboxray
Mon Aug 01, 2022 11:13 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4451

Re: Regarding SNES' object limitations

I'm sure you could do various things on the other consoles. What does that have to do with the clearly amazing achievement here on SNES relative to the SNES' capabilities, and how they went from a game with abysmal slowdown to a game with basically irrelevant slowdown to any normal gamers? And, sur...
by turboxray
Mon Aug 01, 2022 10:37 am
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2246

Re: So, regarding the sprites per scanline . . .

but also one that is a genuine showcase for the system too, like this: https://youtu.be/Tl7D25I6yDc?t=2833 (and this is even still in SlowROM no less) If I can get anywhere close to that, I will be very happy indeed. Notice how the game only ramps up in that section when you don't have bullet to ba...