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/vr/ - Retro Games

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>> No.10021131 [View]
File: 113 KB, 1159x792, 1456957706553.jpg [View same] [iqdb] [saucenao] [google]
10021131

One of my personal favorites.

>> No.3370051 [View]
File: 114 KB, 1159x792, 1445166422297.jpg [View same] [iqdb] [saucenao] [google]
3370051

I made a thread on /v/ but obviously noone there gives a shit but my question is:

So we have the whole indie scene blowing up with 16-bit replicas everywhere.

Is there a way to portray any of these in 240p/480i on a CRT and have them look legit like older games, or are we stuck with the awful emulation-esque blockyness for now?

Are there actually any projects making good new 8/16bit games from the ground up that are compatible with that era of consoles on a flash cart or something?

For example, how would I go about hooking up undertale to a CRT and having it look legit?

Can it be run in old native resolutions, or do you have to add some sort of switch to add in scanlines and shit?

>> No.3237083 [View]
File: 114 KB, 1159x792, Paper Mario free demo.jpg [View same] [iqdb] [saucenao] [google]
3237083

>>3231508
I've had this same problem occasionally with my original N64, which I did indeed get Christmas 1997. Or rather, with certain GAMES themselves, such as those I've got from Ebay.

Long story short, you just have to keep turning the console on and off, repeatedly, maybe even pull the cartridge out and slam it back in a few times, in order to get some of the more worn games to work. You could try using q-tips and such to clean up the metallic connector parts.

I was very bummed that the copy of Paper Mario I got from the net did not work. Then I noticed my Goldeneye "stopped working" as well, only to get it run again soon after. This encouraged me to try this repeated on/off gamble with the PM as well, and whaddya know: it started running just fine!

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