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Thread: Why do people have issues with others not being fans of the SNES?

  1. #691
    Hero of Algol Kamahl's Avatar
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    Quote Originally Posted by Alianger View Post
    Looks eerily close to the magazine screenshots of the beta version
    Now that you mention it... it really kinda does.

    For shits and giggles I made a C64 palette version. I don't want to hear anyone complain about the NES or SMS palettes after this xD.
    (To be fair it is not that bad of a palette, the other colour limitations of the system are what really make it bad)

    Last edited by Kamahl; 10-01-2016 at 07:38 AM.

  2. #692
    Raging in the Streets Sik's Avatar
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    Just do CGA and be done with it already =P

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    Now now, lets be reasonable.

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    Extreme Procrastinator Master of Shinobi Flygon's Avatar
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    ZX Spectrum please!

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    Quote Originally Posted by Flygon View Post
    ZX Spectrum please!
    I cannot be held responsible for my actions...



    Made a CPC one just to feel a little better about myself.


  6. #696
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    Thank God for the 4th gen consoles.

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    Hero of Algol Kamahl's Avatar
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    The ZX spectrum palette is really something else xD. I should make one with the Atari 800 palette cuz that one is really good.

    EDIT: I actually made a version with the Atari 800 palette, but there is little point in posting it since it is so close to the original. Amazing for a 1979 machine.
    Last edited by Kamahl; 10-01-2016 at 03:52 PM.

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    Extreme Procrastinator Master of Shinobi Flygon's Avatar
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    That isn't Speccy enough! Where's the rule of "One 8*8 tile can only have 2 colours, whatsoever"?

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    those color palettes looks pretty nice honestly! especially the C64 one that looks almost exactly like the Genesis hardware and as for CPC one it looks like you added scanlines to it.

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    Why do so many SNES games seem to have input lag.

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    Quote Originally Posted by Thief View Post
    Why do so many SNES games seem to have input lag.
    Blame Nintendo :P

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    Actually, there's an explanation for this. There's always a one-frame buffer between yourself inputting a button, and the button actually being recognized.

    This's really annoying when trying to perform SNES TAS's, because you basically gotta try and plan two frames in advance, and that's a lot more tedious than you'd think.

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    Nonconformist Hedgehog-in-TrainingWCPO Agent EyeDeeNo76's Avatar
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    Is just me or are a lot of Super NES crossplatform games look stretched horizontally? The Mega Drive/Genesis games look to me as they were intended when side by side.



    I see it here in the timbers on the walls in the first act Santa's Hallway as a good example.
    Last edited by EyeDeeNo76; 10-01-2016 at 09:58 PM.

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    Quote Originally Posted by EyeDeeNo76 View Post
    Is just me or are a lot of Super NES crossplatform games look stretched horizontally? The Mega Drive/Genesis games look to me as they were intended when side by side.



    I see it here in the timbers on the walls in the first act Santa's Hallway as a good example.
    It's because the SNES resolution is like NES, more of an 1:1 aspect ratio then 4:3 one as on Genesis hi-res mode. So all SNES games are stretched to 4:3 aspect ratio of TVs back then. Sprite artists had to keep this in mind while drawing. Both for Genesis to SNES ports and vice versa, they obviously weren't going to waste a ton of development time to re-draw everything. So it's either stretched (SNES Earthworm Jim) or squished (Genesis Zombies Ate My Neighbours) on the vertical line.

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    For example, in this video, the guy compares both consoles in pixel perfect aspect ratio. The the SNES looks more like a 1:1 square, while Genesis looks more like a 4:3 rectangle. Notice how the Earthworm Jim sprites are exactly the same fatness on both consoles in their native pixel perfect aspect ratio?



    While for MK2 the developer kept in mind that the sprites would be stretched on SNES and made them thinner while drawing them in pixel perfect mode. So that when it's stretched to 4:3, it would match the same character fatness as Genesis. (Though of course this means the sprites use less pixels, thus are less detailed on SNES)




    Some PCE games have a hi-res mode option. Only it usually letterboxes the games, thus squishing the horizontal plane. So what I do when I play these PCE Shooting games is check to see is my speeds across the horizontal axis is the same as the vertical one. If not, I either not use Hi-Res mode or still keep it in Hi-Res mode, but further stretch the image since this it's possible to do via emulation aspect ratio options.

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