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  1. So you never liked something that was made before...

    So you never liked something that was made before you were born?!? I know plenty of people that collect things that were made before they were born (coins, stamps, radio, cars, etc). Also, there's...
  2. It's a low-res 256x256 X68k game, so vertical...

    It's a low-res 256x256 X68k game, so vertical clipping isn't going to hurt it much.



    It's native 256px wide on the x68k, but even if they redraw stuff.. it's gonna need a lot more than res and...
  3. Then there's something weird going on with your...

    Then there's something weird going on with your set (or Genesis). It's an analog signal, and even if your "mask" and sub-pixel elements are lower or higher resolution on the CRT, there should be no...
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    I kept looking at that.. and thinking that's such...

    I kept looking at that.. and thinking that's such an odd phrase haha. I guess it's the french version of "a little birdy told me..."? Never heard that one before.
  5. Just couple of things to note: H40 is ~0.91 pixel...

    Just couple of things to note: H40 is ~0.91 pixel aspect ratio. Frame aspect ration doesn't tell you the whole story. PAR tells you exactly how big you pixel is (in a ratio of width and height), and...
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    You guys are focused on MD SNES, but what...

    You guys are focused on MD <-> SNES, but what about PCE <-> MD only ports?
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    Yeah, but like one or two games uses the 8x8 +...

    Yeah, but like one or two games uses the 8x8 + 16x16 mode because it's just pretty limited (mostly because how the SAT is arranged causing extra cpu overhead, but meta-sprites would kills the snes at...
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    It depended on the publisher. R-Type japanese PCE...

    It depended on the publisher. R-Type japanese PCE version of the game doesn't not have that issue.. just the US version. 352px res might be good for RPGs (maybe even 512px mode) and such, but in my...
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    Unclear how is the 68000 somehow grouped in with...

    Unclear how is the 68000 somehow grouped in with 12bit color..

    Here's what's not sci-fi: the PC-Engine could do 482 colors on screen with no tricks. An FYI- the PC-Engine has 32k true master...
  10. The STE blitter is slower than the Amiga's...

    The STE blitter is slower than the Amiga's blitter though, and less capable too (of how to mix the pixels).



    Check this out:...
  11. That's a Game Gear homebrew someone made, and in...

    That's a Game Gear homebrew someone made, and in the process of being hacked it to run on SMS. Not exactly the same comparison haha. The ST version is impressive, but it's like 20fps with...
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    Well, apparently you don't because you're posting...

    Well, apparently you don't because you're posting Amiga pics of stills - which doesn't have any relevance to the Genesis. Yeah, not every thing is copper, but if they're stills.. they mean nothing...
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    I think you missed the point being made here by...

    I think you missed the point being made here by quite a few; trying to fit mores colors into less (on screen) is more difficult than finding the right color swatches in larger master palette to a...
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    Do a binary compare and see how much was changed?

    Do a binary compare and see how much was changed?
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    PAL system has many resolution modes, the NTSC...

    PAL system has many resolution modes, the NTSC system does not haha.


    I honestly think master palette kinda matters more overall, but the Genesis is like right on the edge.. what's more...
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    An interesting effect on the Nin logo ...

    An interesting effect on the Nin logo


    https://www.youtube.com/watch?v=bJ04iNDexm8
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    Regarding the tweet: that's definitely not...

    Regarding the tweet: that's definitely not 'novel'. That technique was used throughout that generation (before that game, and after).
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    Well.. I guess you've been asleep for the past 14...

    Well.. I guess you've been asleep for the past 14 years on Sega-16. Welcome to the forum :)
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    You've been here since 2006. I've been here...

    You've been here since 2006. I've been here since.. what.. 2007-8? I just find it a bit funny that you've find something "interesting" that has been stated/discussed hundreds of times on this forum.....
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    He's a programmer. If the game was written in...

    He's a programmer.

    If the game was written in C, or mostly in C, it would have been pretty easy to write a script engine so you can prototype on a PC really easily. I've done this for a WIP...
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    Whose? Yours? I was just reiterating two points. ...

    Whose? Yours? I was just reiterating two points.


    ^This! There is nothing more accurate than this statement haha. I would love to know who's responsible, but even more so why it's still there!
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    And also discussed to death over the past 14...

    And also discussed to death over the past 14 years here. Quads on the saturn also have extra overdraw on the pixel fill when they distorted (that being the down side to them).
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    That's the concept of LA synthesis. A few demos...

    That's the concept of LA synthesis. A few demos do this IIRC, but yeah it's a thing (attack phase of an instrument being the most complex to model)
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    Ohh.. so Echo can run at say 72hz for the tick...

    Ohh.. so Echo can run at say 72hz for the tick and doesn't have issues running async with vblank (for issues with vdma stalling PCM.. i.e. you detect when vblank happens and jump into ram to avoid...
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    Given the sprite size of 16x16, and the lower...

    Given the sprite size of 16x16, and the lower resolution, only having 16 sprites is still better screen coverage than nes and sms - by more than 4 times the mount..
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