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One of my favorite parts of writing emulators is getting to mess with the internals of the console to change the way the games look or feel. Widescreen hacks, p
by simias 8y ago
One of my favorite parts of writing emulators is getting to mess with the internals of the console to change the way the games look or feel. Widescreen hacks, palette swaps, visual enhancements and/or deterioration.
Here are a few random examples I've collected while experimenting:
Playstation upscaling: https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif
OpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: https://svkt.org/~simias/mednafen/disco.webm https://svkt.org/~simias/mednafen/disco.webm
Metal Gear Solid without textures: https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png
Crash Bandicoot in Wireframe: https://svkt.org/~simias/rustation/crash-wf.png https://svkt.org/~simias/rustation/crash-wf.png
Metroid II "widescreen" hack: https://svkt.org/~simias/metroid-ws.webm https://svkt.org/~simias/metroid-ws.webm
Super Mario Land with fixed background (and terrible audio): https://svkt.org/~simias/mario-warp.ogv https://svkt.org/~simias/mario-warp.ogv
The possibilities are endless and it sometimes lets you discover some clever tricks the devs used to work around the limitations of the time, such as Spyro's skybox being made entirely out of non-textured polygons: https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png
A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
- WorldMaker 8y agoA related, interesting rabbit hole I wandered through the other day (prompted by a thread on Mastodon), was that the early Sierra games included stronger art than the systems they were developed for supported. The thread started by wondering if there were smart ways to upscale some of the games because Sierra often used a lot of vector art, though the conclusion there is the vector/raster mix is too brittle in most of their games, because it is almost always a pixel-specific mix in the end result. That lead to the interesting bit that SCI0 games from Sierra in the EGA era had artwork drawn at higher color palettes than EGA supported at the time (or more specifically, the artwork individually follows EGA restrictions of 16 color palettes, but a larger mix of different colors palettes for different artwork mixed in the same scenes/games than EGA can quickly cycle through and than other EGA games would have done in the same time frame), and included that detail in the games with the SCI0 engine dithering the results at runtime, rather than standardizing palettes at dev time. Sierra at the time was quite proud of their dithering tech because it gave the artists greater freedom and looked good enough at the time. Arguably, too they knew the technology would get less restrictive eventually and they could support that when that happened, though that was before the era of easy game patches so who knows if they ever thought to act on that for "easy" VGA upgrades. The interesting part of that to me is that ScummVM reimplemented the dithering, then eventually turned it off by default. If you play a SCI0 game in ScummVM today you get the wider color mix of the original artwork. You can turn the dithering back on if you wish, but the artwork really does look better with modern color support rather than emulated dithering.
- wyldfire 8y ago> The thread started by wondering if there were smart ways to upscale some of the games because Sierra often used a lot of vector art, though the conclusion there is the vector/raster mix is too brittle in most of their games, because it is almost always a pixel-specific mix in the end result. IIRC "Out of this World" (aka "Another World") was relatively pure wrt vector art. This is probably why it was straightforward to port to a modern re-release. I don't know that they targeted a higher resolution, though.
- scott_s 8y agoThe PlayStation upscaling image is related to an observation I made upon playing the FF7 and FF9 re-releases on PS4: the polygonal models look pretty good! But the static backgrounds don't, and the juxtaposition is sometimes jarring. In their original form, the polygonal models looked well integrated with the static background, but not any longer. I find it interesting how, for these games, upscaling helps only part of the graphics. I understand why, of course, but I was surprised how well the polygonal models have aged.
- Bromskloss 8y agoOn the topic of changing look and feel, there is SUPERQOT [0], i.e. Quake in the style of SUPERHOT [1], meaning that time flows in proportion to how fast you move. [0] https://www.youtube.com/watch?v=ciBgg-Fuf0o https://www.youtube.com/watch?v=ciBgg-Fuf0o [1] https://www.youtube.com/watch?v=dW-RJyI8LGs https://www.youtube.com/watch?v=dW-RJyI8LGs
- AceJohnny2 8y ago> A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember). It was Homeworld 2, apparently: https://simonschreibt.de/gat/homeworld-2-backgrounds/ https://simonschreibt.de/gat/homeworld-2-backgrounds/
- cuu508 8y agoHere I was messing with running Colin McRae Rally (v2 I think) on Linux through Wine, oops: https://i.imgur.com/wJZ9cFG.png https://i.imgur.com/wJZ9cFG.png