Señor Ventura wrote: ↑Thu Aug 20, 2020 2:05 amDo the sonic 1 demo could run with backgrounds at 512x224?
I've been contemplating something similar. The short answer is no. The slightly longer answer is yes. The practical answer is maybe.
Running in Mode 5 leaves you with only two BG layers, meaning the HUD would have to be sprites. No big deal; the MD version had to do that anyway because it only has two BG layers. But BG2 in Mode 5 is 2bpp. The far background in Sonic kinda looks like you could almost cram it into 2bpp with some careful subpalettizing, and maybe some windowing and/or sprite patches, but right now it's done with a 4bpp layer, and you only get one of those in Mode 5.
Using pseudo-hires mode is also a possibility. The only advantages I can think of are that you can trick the PPU into scrolling the foreground layer in half-dots instead of full dots, and you can leave the far background layer in normal resolution rather than having to convert it. But the far BG probably still has to be 2bpp (BG3 in Mode 1), because you need both BG1 and BG2 to build a pseudo-hires 4bpp layer.
Those collapsing cliffs have grass on top, and they're done with sprites, so the contrast between the high-resolution BG tiles and the low-resolution sprites could be obvious. I'm trying to think of a way to exploit how main/sub screen works in hires/pseudo-hires mode to fix this, but it may not be possible...
Aspect ratio is an important decision. Simply using the existing assets at high resolution may be feasible, but note that the use of 16-pixel-wide tiles imposes additional constraints that could cause problems, and going to pseudo-hires mode doesn't help this. Also, the graphics would look extremely skinny and the sense of speed would be diminished - unless you used interlace to do 512x448, which would double the tile data requirement for everything (including sprites) and that's just not going to fit.
Converting the assets to an aspect ratio of 8:5 to match the Mega Drive's display might be unmanageably complicated without modifying the level design. Converting them to an AR of 3:2 might be more feasible, particularly if incidentals such as the checkerboard pattern or the grass don't need to be at the correct AR. Still, there's not a lot of free VRAM even in the SNES version (which has a lot less sprite tile data stuffed into VRAM), and it could turn out that none of this actually works without making cuts or fiddling with the level design. Hard to say before trying...
the only constraint should be to double the bandwidth rate i guess (64 Bytes per tile instead of 32 Bytes per tile).
No, it turns out there is no increase in DMA load. In fact, sprites would probably be redrawn to be narrower, with the result that they would require
less bandwidth and it would be easier to deal with large numbers of enemies.
Sonic puts all its BG tiles in VRAM at once. The only thing you need to update is the tilemap. In Mode 5 the tiles are always 16 pixels wide, so the scroll load doesn't get any worse (in the case where the graphics are not adjusted for aspect ratio, it would be better), and there's nothing else in the DMA schedule that depends on BG resolution.
EDIT: in the case where the graphics are not adjusted for aspect ratio, you could have more enemies on screen at the same time, which could require more DMA time per frame in the worst case to update them all. On the flip side, if they were narrower to match the aspect ratio, that could gain back a lot of the time due to having fewer tiles to transfer... Still, I think just squishing the game horizontally would look silly and isn't worth doing. Adjusting the graphics to the correct aspect ratio is the way to go IMO.
...
Maybe I should back up and ask you a question. What exactly do you mean by "bandwidth rate"?
The image still draws at 8:7 ratio screen, right?
The SNES doesn't draw an 8:7 screen. It draws a 64:49 screen (nominally) because the pixels (or "dots") also have an 8:7 aspect ratio. (This is for NTSC. PAL is more vertically squished because the scanlines are thinner, so the graphics look short and fat.)
In hi-res mode, the pixels (or "half-dots") have a 4:7 aspect ratio (NTSC), so the screen is still nominally 64:49.