I'll have to look out for it, you definitely make it sound interesting. The thing is I grew up in the arcades so just by watching the video it looks so amateur. That's more or less why I was skeptical of it.
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That game is awesome, no doubt in it... took me quite a bit of time to beat. I used Stefan(I think this name is right, I last played it 2 years ago...) and Jaguar.
commander keen would have been cool on the genesis too
the 386/486 period of games were great
2nd that
first 2 Duke Nukem games would be sweet too
There is actually an open source re-implementation of Commander Keen 1-3 called CloneKeen. So if anyone feels called to port that to the MD/G, it should be possible.
Are you guys nut's, this game is horrible..Street Fighter 2 & Mortal Kombat would kill this game
This game prolly end up like Time Killers if it was made for the Mega Drive
You can't make a game aimed only at 50 Hz as it won't work at 60 Hz. However, the reverse is true, which is why most Genesis/SNES games are usually made for 60 Hz. Ideally, you'd make two versions of the game - one for 60 Hz and one for 50 Hz. Note that I say 60 Hz, not NTSC, and 50 Hz, not PAL. There are "PAL" variants that run at 60 Hz, like MPAL in Brazil. They need to be considered the same as NTSC since they are both 60 Hz with the same lines per field/frame.
I have 2 versions of my game I'm slowly making... the kickass 50Hz one and cut back 60Hz one...
I think I'd prefer full animations and a clipped screen (even to 200 lines if necessary) than a cut-back game in general. Plus, at 200 lines in 60 Hz you'd have approximately the same screen size and aspect ratio as 240 lines 50 Hz. ;) (so the boarder shoud be the same size at least)
50 Hz PAL users really had to deal with 32-48 lines of overscan visible for most standard def games? (obviously worse with most 2600 games, and not to mention the squished pixel aspect ratio)
When did that stop prior to HD if at all? (did PSX, Saturn, N64, Dreamcast, PSX, Xbox, or GC display with the proper aspect ratio in 50 Hz?)
I don't mind the letterboxing most of the time, we use anamorphic mode on our SD sets when possible (with much tighter scanlines), so that's not so much an issue, but the wrong display aspect ratio would be. (and even worse for 256 pixel wide games that weren't corrected for 60 Hz SD let alone 50 Hz -looking "right" as square pixels alone)
Even large development companies skimped on the PAL conversion - look at Earthworm Jim... the PAL aspect ratio is off. Clearly they didn't bother to redo the artwork for PAL.
The thing is that my game uses 240 line res, which of 16 goes for status bar, and I have 224 pixels on uncut gameplay area, in 60Hz I have 16 lines less, plus ~16 lines less from most TVs cutting things out so the gameplay area is like 192 pixels perhaps 9I will have to do early display off for more DMA since the game maxes 50Hz transfers and 60Hz transfers come nowhere near 50Hz rates....
Yup. That visible overscan was mostly referred to as 'those black borders at the top and bottom of the screen'. Though to be fair, as long as you didn't know about the technical reasons behind those borders, you didn't really notice them and so they weren't really that bothersome.
It never really 'stopped', it just gradually got less with the introduction of 3D games. Unlike 2D sprite graphics, 3D polygon graphics can easily be rendered at a higher resolution with the correct aspect ratio. Same goes with gameplay speed; interpolated keyframe animation as used in 3D games can easily be animated at a different refresh rate, it just takes a little bit of foresight on the developer's part. So as long as it didn't make games exceed the hardware's fillrate limit, and as long as developers could be bothered, you would see games start using the full PAL resolution with only teeny tiny borders at the top and bottom.Quote:
When did that stop prior to HD if at all? (did PSX, Saturn, N64, Dreamcast, PSX, Xbox, or GC display with the proper aspect ratio in 50 Hz?)
Still, it took a long time for many developers to care about their PAL conversions. Konami was generally ace in that department, but Namco, Capcom and Squaresoft were terrible for a long time.
For example, the Tekken series didn't get a 60 Hz option until Tekken 4, so all the earlier Tekken games were played in slow-motion here, and it wasn't until Tekken Tag Tournament on the PS2 that the games started using the full PAL resolution.
Devil May Cry from Capcom was another huge disappointment; its fast-paced gameplay was hurt a lot by the slower refresh rate, and the squished graphics didn't do it any favors either.
But the biggest atrocity for me was Final Fantasy X. That game already didn't use the full vertical resolution in the NTSC version, so the black borders were especially huge in the PAL version, basically turning it into a letterboxed widescreen game. And Tidus was a cheetah in the NTSC version compared to the Monty Python-esque slow-motion silly walk he had in the PAL version. That disappointing conversion was the direct cause for me to start importing; in fact, Final Fantasy X International was the first import game I owned.
Fortunately, after Sega set the trend with the Dreamcast, 60 Hz options were getting more commonplace for PAL games. Those allow games to be run in PAL-60, which uses the same resolution and refresh rate as NTSC. In fact, the PS2 only outputs NTSC instead of PAL-60 whenever a 60 Hz option is enabled. But even then, it was just a small handful of developers that actually implemented this as a standard.