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/vr/ - Retro Games

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>> No.7745876 [View]
File: 997 KB, 500x475, 1618852361317.gif [View same] [iqdb] [saucenao] [google]
7745876

>>7745601
Its fair because everyone can do it

>> No.5683301 [View]
File: 997 KB, 500x475, 1536494902569.gif [View same] [iqdb] [saucenao] [google]
5683301

3D just can't compare to sprites.
>intricately crafted sprites made by game designer pros
>vs some shitty 3D models rendered up in blender in an hour by a diversity hire pajeet or a feminist hambeast

>> No.4344346 [View]
File: 997 KB, 500x475, 1497169382816.gif [View same] [iqdb] [saucenao] [google]
4344346

oooh, tiny toon adventures
bugs bunny's birthday blow out. another game that people rub their hate boner for, but again, i liked it.
there was a space racing game, can't remember what it was called, but if you've ever played rock n' roll racing it felt like a precursor to that. gonna look that one up and bring it back heahh.

more to come, maybe. running out of games here.

>> No.4283526 [View]
File: 997 KB, 500x475, 1491358864100.gif [View same] [iqdb] [saucenao] [google]
4283526

I've listened a lot to this track while reading LotR, sets the atmosphere perfectly. Also I think Sony developed a special soundchip for this cart.

https://www.youtube.com/watch?v=Mj6omOi20jw

>> No.3904804 [View]
File: 997 KB, 500x475, 1461250437835.gif [View same] [iqdb] [saucenao] [google]
3904804

>>3903117
Same artist as this one ? I saved that pic a while ago from a comfy thread

>> No.3264929 [View]
File: 997 KB, 500x475, 1462446949619.gif [View same] [iqdb] [saucenao] [google]
3264929

>>3264916
more like vavoom

>> No.2486120 [View]
File: 997 KB, 500x475, 1374724384740.gif [View same] [iqdb] [saucenao] [google]
2486120

>>2486071
...cont...
The idea behind using tiles is that each time you reuse a tile, you save a bit of memory. Using tiles effectively you could make large and detailed pictures using limited hardware. Same idea with palettes. For instance, an 8x8 pixel character is 64 pixels, with a 4-bit color index depth of 16 combinations; clearly some colors must be repeated. With a palette, every time you reuse a color, you save a little bit of time and space computationally.

For audio, remember how I said 44kHz? Well the SNES had an audio coprocessor (SPC-700) that ran at 2.048MHz, and an A-DSP (Audio signal processing unit, the thing that synthesizes the digital sound signal), at 32kHz. That means the processor got 8 clocks for every sample generated over 8 voices. Clearly the SNES couldn't quite reach real time amplitude manipulation, so certain compression schemes were implemented.

The SNES used a custom format called BRR Source in the documentation. Source is to sound, as characters are to graphics. A single 9-byte source block is comprised of a 1-byte header (4-bit order of magnitude for entire block, 2-bit filter select, 2-bit scripting bits) followed by 8-bytes comprised of 16 4-bit PCM samples (Pulse Code Modulated, ie you specify the amplitude). Samples were played at a frequency and amplitude determined by a pitch register and volume register. Source blocks were strung together in long enough fashion such that the CPU could effectively manage 8 voices at 32kHz.

Something like the Genesis used a radically different approach. It used a programmable FM synthesizer as its audio DSP. Effectively the SNES played recordings of instruments, while the Genesis was an instrument. Both had their strengths and weaknesses, which for better or for worse were complementary sets.

>> No.1667496 [DELETED]  [View]
File: 997 KB, 500x475, Retro Glory.gif [View same] [iqdb] [saucenao] [google]
1667496

Can we have a thread with 8-bit or 16-bit going?

This pic was from an earlier thread on this board. Most of the pics posted were from old visual novels.

>> No.1626260 [DELETED]  [View]
File: 997 KB, 500x475, 1372619718826.gif [View same] [iqdb] [saucenao] [google]
1626260

>>1626112
Fuck you I post what I want

>> No.1283341 [View]
File: 997 KB, 500x475, 1385180434219.gif [View same] [iqdb] [saucenao] [google]
1283341

>>1283308
Beautiful.

>> No.1195526 [View]
File: 997 KB, 500x475, EffectGamesCanvasCycle.gif [View same] [iqdb] [saucenao] [google]
1195526

palette cycling effects at work in this image
source is filename

> there was never a first person game with this quality artwork
> you will never ADVENTURE! through this pixel forest

>> No.1050416 [View]
File: 997 KB, 500x475, EffectGamesCanvasCycle.gif [View same] [iqdb] [saucenao] [google]
1050416

> never will a 2D first person game like this be made, ever

damn it.

>> No.857585 [View]
File: 997 KB, 500x475, 1366056335432.gif [View same] [iqdb] [saucenao] [google]
857585

>>857582

>> No.690973 [View]
File: 997 KB, 500x475, 1367773107449.gif [View same] [iqdb] [saucenao] [google]
690973

>>690967
wow, this is fantastic! Thank you!

>> No.639607 [View]
File: 997 KB, 500x475, EffectGamesCanvasCycle.gif [View same] [iqdb] [saucenao] [google]
639607

>>639580
Image related is what "Pixel art" means

hipster indies lack the skill (or the vision and patience in place of skill) to produce things like this, and instead just do a 8x8 or 16x16 image and scale it up four times and call it pixel art.

>> No.358928 [DELETED]  [View]
File: 997 KB, 500x475, 1364857710388.gif [View same] [iqdb] [saucenao] [google]
358928

probably get my ass handed to me but a long time ago I bought a jp game which my eu dreamcast can't play - I know you can burn a boot disc thing on windows using nero/discjuggler but I don't have access to a windows machine. Is there any easy way that actually works to burn on linux or mac? (I've been trying for years)

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