Search found 569 matches

by Nikku4211
Thu May 26, 2022 12:30 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 114
Views: 17243

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: 114
Views: 17243

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 ...
by Nikku4211
Sat May 21, 2022 6:05 pm
Forum: SNESdev Homebrew Projects
Topic: Homebrew Developers (Be a Podcast Guest)
Replies: 3
Views: 2951

Re: Homebrew Developers (Be a Podcast Guest)

I would also be interested in listening to previous podcast episodes. They said this is a new podcast, so there is no previous episodes of this podcast. But what I'm asking about is where I can see any previous episodes of other podcasts they've made in the past, unless the people running the accou...
by Nikku4211
Fri May 20, 2022 3:16 am
Forum: SNESdev Homebrew Projects
Topic: Homebrew Developers (Be a Podcast Guest)
Replies: 3
Views: 2951

Re: Homebrew Developers (Be a Podcast Guest)

Is there any place where I can see your previous podcasts in order to know what to expect?
by Nikku4211
Fri May 20, 2022 3:13 am
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 259
Views: 222924

Re: [demo] SNES Sonic

I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements.
by Nikku4211
Wed May 18, 2022 10:24 pm
Forum: SNESdev Homebrew Projects
Topic: I made a SNES ROM entirely with a HEX editor
Replies: 2
Views: 2430

Re: I made a SNES ROM entirely with a HEX editor

You deserve an award for being determined while making this ROM.
by Nikku4211
Mon May 16, 2022 4:42 pm
Forum: SNESdev
Topic: SNES games without disabled overscan (240 lines)
Replies: 15
Views: 1666

Re: SNES games without disabled overscan (240 lines)

Yeah I also thought it was funny that they added extra lines on the PAL SNES PPU even though they didn't on the PAL NES PPU. The PAL SNES PPU in progressive mode doesn't have any more lines than the PAL NES PPU. The PAL SNES PPU can output in overscan mode, but so can the NTSC SNES PPU, because the...
by Nikku4211
Mon May 16, 2022 4:26 pm
Forum: SNESdev
Topic: SNES games without disabled overscan (240 lines)
Replies: 15
Views: 1666

Re: SNES games without disabled overscan (240 lines)

Rendering Ranger is curious... It doesn't seem to be doing anything during its manual blank? At least, not in the first level... Maybe it does stuff there later on? Even if it was only released in Japan, Rendering Ranger was developed in Germany. Maybe the developers had the PAL instinct to enable ...
by Nikku4211
Sun May 15, 2022 6:26 pm
Forum: SNESdev
Topic: SNES games without disabled overscan (240 lines)
Replies: 15
Views: 1666

Re: SNES games without disabled overscan (240 lines)

With the knowledge that Nintendo doesn't really care about European (and Oceanian) markets, why did they even give the console 239 or 478 scanline modes at all?

It's not like it's a 288 or 576 scanline mode after all, it's going to have that cinematic look on PAL either way.
by Nikku4211
Sun May 15, 2022 11:00 am
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

I think all of these examples would probably look very clean on RGB (or S-Video). The composite colour signal is the biggest problem here. There's a hard limit on how much detail you can encode, and various TVs will take stronger (blurrier) and weaker (error artifactier) approaches to decoding the ...
by Nikku4211
Sat May 14, 2022 7:18 pm
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

(Kanji examples) Hmm, pretty interesting how a feature that sounds like it would be good for rendering such complex characters on paper ends up not too useful due to the video cables and TVs most people were using back then. Then again, part of me thinks that the characters are just so complex that...
by Nikku4211
Sat May 14, 2022 11:05 am
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

This goes against what I've seen with my own testing though. I've tested on a number of sizes of consumer CRT TVs via composite, and mode 5 was noticeably more crisp on all of them. Was pseudo-hires also more crisp? Did you see any vertical stripes when playing a SNES game like Kirby Dreamland 3 th...
by Nikku4211
Fri May 13, 2022 7:03 pm
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

Dwedit wrote: Fri May 13, 2022 6:06 pm Meanwhile, In the vertical direction, interlacing will work its magic, and it will look double-resolution vertically.
That is if you can stand how interlacing looks on your TV, at least with a CRT. SNES doesn't natively have deflicker filters for interlacing either.
by Nikku4211
Fri May 13, 2022 3:43 pm
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

Yeah I mean many RPGs conveys battles mostly in text. Even late RPGs like Earthbound have super simple animations and non-existent backgrounds. Well 'non-existent' backgrounds isn't exactly accurate(to Earthbound SNES ), but okay. I can see them working on mode 5, though that'd limit how trippy Ear...
by Nikku4211
Thu May 12, 2022 4:34 pm
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 172
Views: 10251

Re: Mode 5 colour limitations?

Final Fantasy II or Secret of Mana do all their spells as opaque things. Final Fantasy III and Chrono Trigger did a ton of additive fades and other blend effects for spells. (Especially the espers / combo abilities.) Maybe those are good examples to compare to weigh the difference. The fact that Fi...