Search found 281 matches
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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/...
- 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...
- 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...
- 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/
- Tue Aug 02, 2022 8:28 pm
- Forum: SNESdev
- Topic: Regarding SNES' object limitations
- Replies: 119
- Views: 4451
Re: Regarding SNES' object limitations
More than three years. I went by tomaitheous and other names. I've been here since 10-15 years whatever.
- 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 ...
- 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...
- 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...
- 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...
- 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...