LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
So what I did is to use hi-res mode, mixed with interlacing and overscan, so we get a resolution of 512x478. Since it uses overscanning, it gets cropped to 512x448 on NTSC televisions (including mine). This feature isn't implemented on ZSNES, and given that emulator wasn't updated since 2007, it is very unlikely that the emulator will support this.
Tested with BSNES, Mesen-S, SNES9x, ZMZ, and ZSNES (ZSNES works, but doesn't get the effect due to its infamous inaccuracies).
No one should be using ZSNES anyway as
it's not secure and even for low-end modern computers SNES9x is better.
LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
One interesting fact about this mode is that you could use dithering so that the colors could blend in, which creates the illusion of more colors (32,768 total colors to over 2 million total colors).
It's especially effective when your SNES is NTSC and hooked up to an NTSC TV through composite, where the NTSC artefacts help blend the colours in hi-res mode.
No idea where you got the 2M figure from, though.
Technically, pseudo hi-res can do the trick. If you don't know what that is, I'm getting to that.
LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
Even some developers used this trick for semi-transparency, such as HAL Laboratory, who used it in
Kirby's Dream Land 3, and Blizzard Entertainment, who used it in
RPM Racing for higher-resolution maps.
Actually, Kirby's Dream Land 3 uses pseudo hi-res, which is different from RPM Racing's real hi-res. Pseudo hi-res has its own bit in SETINI that's independent of the mode used. Kirby's Dream Land 3 normally uses mode 1, and RPM Racing uses mode 5.
As far as results go, on a typical TV using composite, 512px horizontal would have been blurred anyway. Though I guess you can't see the individual pixels on composite, so it did not look pixelated to anyone with composite or RF, so I guess true hi-res has that going for it.
LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
That's why I did a fake HDMA gradient to make it smoother.
Why not convert over some public domain art(like for example any piece of art from 1925 and earlier)?
Yes, you might end up having to tile it because the SNES' VRAM can't fit a full 4BPP 512x448 image with all-unique tiles, but at least you can still take advantage of the smaller pixels and use the extra resolution for both dithering and detail.
LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
And now, here's the bonuses:
- My Super Famicom (SHVC-001) stopped having sound.
That sucks. Hopefully you can afford a repair.
LucianoTheWindowsFan wrote: ↑Mon Dec 27, 2021 2:20 pm
- You could also interlace sprites by setting bit 0 of $2133, though if using SPEZ, then you must change the sprite's position grid to 8x4, rather than 8x8 as you would expect
Yeah, it's pretty cool that sprites can take advantage of the extra vertical resolution, even if they can't take advantage of the extra horizontal resolution.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.