Search found 537 matches

by Nikku4211
Mon Jun 27, 2022 6:39 am
Forum: SNESdev
Topic: Does Jurassic Park use pseudo high-res mode?
Replies: 82
Views: 2233

Re: Does Jurassic Park use pseudo high-res mode?

The difference just didn't really matter until RGB became common. We easily notice notice now because emulators don't do pseudo-hires like an old TV did. I'm sorry, but outside of emulation, did RGB really become 'common'? I think it's mostly emulation (and HDTVs) that became common. If you have a ...
by Nikku4211
Mon Jun 27, 2022 6:29 am
Forum: SNESdev
Topic: Safe storage temperature
Replies: 6
Views: 331

Re: Safe storage temperature

What is the lower end of that range? What's the safest cold temperature?
by Nikku4211
Sat Jun 25, 2022 10:09 am
Forum: SNESdev
Topic: camera scroll walls
Replies: 10
Views: 3405

Re: camera scroll walls

Also, in some games where the type of scrolling changes radically in a single level, the program might actually be secretly swapping to a different level map entirely... If a level scrolls exclusively horizontally for 8 screens, and then starts to scroll up for 4 screens, it would be extremely wast...
by Nikku4211
Sat Jun 18, 2022 7:02 am
Forum: SNESdev
Topic: Non-square mosaics
Replies: 4
Views: 406

Re: Non-square mosaics

[pedantry] Due to the SNES' non-square pixel aspect ratio, all mosaics (unless you somehow do 7x8 or 14x16 in NTSC) are output as non-square mosaics by the console itself. [/pedantry] As for non-square mosaics that don't rely on the pixel aspect ratio to be non-square, I think it might be possible t...
by Nikku4211
Wed Jun 01, 2022 8:05 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

Both 320x224 and 256x224 take up the same horizontal space on the physical screen though (unless the borders change their size?), so I'd assume that a 32 * 32 pixel sprite would appear to be 25.6 * 32 on a 320x224 screen... and as a result the developers would design the gameplay elements to be wid...
by Nikku4211
Tue May 31, 2022 4:19 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

No. Art designed for 1:1 PAR or square pixels, is roughly equal distance between 8:7 and 32:25. Using 1:1 PAR art on a skinnier PAR doesn't make it more correct than using that same 1:1 PAR art on a fatter PAR, if they are both roughly equal distance. I never said use/design the art around 320px or...
by Nikku4211
Tue May 31, 2022 12:48 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

Because Genesis/MD lack of color means dithering, and dithering works(looks) better as you go higher in res (regardless if it's composite or RGB). And high res mode means better scanline sprite-limit support, as well as more total sprites. You pretty much almost always want to use 320px mode on the...
by Nikku4211
Tue May 31, 2022 8:25 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

That said, I do think there are plenty of valid reasons for a developer not to correct for PAR. There are often things you have to compromise in pursuit of that kind of thing, and there's usually more at stake than just how round a ball looks. If I was a developer making a game for both the SNES an...
by Nikku4211
Mon May 30, 2022 11:04 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

The GBA doesn't matter. The SNES can do the same since it's got the HDMA hardware, and by that I mean it allows to raise an interrupt each time a new scanline triggers on the TV, by that you can apply special effects over pixels (including backgrounds and sprites). I never referred to the SNES hard...
by Nikku4211
Mon May 30, 2022 10:38 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

For small objects like those bubbles the PAR was often ignored on purpose because it would look worse if done "correctly". Are you talking about resizing already-made graphics or redrawing them? Of course, redrawing them would be more work and require more time, but would that look worse ...
by Nikku4211
Sun May 29, 2022 10:49 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

There are ways to do 2bpp sprites. The simple and obvious one is to encode them in NES format and do an 8-bit transfer to half of the 16-bit VRAM port. They take up the same amount of VRAM as 4bpp sprites (unless you don't need transparent colour #0, in which case you can pack them in like Bad Appl...
by Nikku4211
Sat May 28, 2022 7:24 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

Perfect circles and squares (and most cases of mode 7 rotation) might be easy cases, but they're nothing more than cherries compared to all the objects where you can't tell if they're properly proportioned or not. Especially in NTSC where the stretch is not at all extreme like it is in PAL. For exam...
by Nikku4211
Fri May 27, 2022 11:09 am
Forum: SNESdev
Topic: The TV I used to play SNES games on
Replies: 11
Views: 706

Re: The TV I used to play SNES games on

I used to play my RetroDuo on a Sharp CRT TV back in the early 2010s.

I've also played on various HDTVs at the time, too, not noticing various issues the HDTVs had with 240p signals as a little kid.
by Nikku4211
Thu May 26, 2022 12:30 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

Yes, old CRT computer monitors had knobs for adjusting picture height and width, along with knobs for adjusting the image position, and a knob that makes the image less bulgy. But you weren't using them for making pixels square, you were using them to make the image fill the display. Yes, the consu...
by Nikku4211
Thu May 26, 2022 10:05 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 80
Views: 3037

Re: Regarding 4:3 and 8:7. . . .

Some IBM PC games even failed to correct for the 320x200 pixel aspect ratio, with graphics intended for square pixels. I've heard CRT computer monitors are more likely to have ways to easily manually change the proportions of the screen without opening up the CRT than CRT TVs are. Is this true? My ...