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/vr/ - Retro Games

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>> No.9399484 [View]
File: 485 KB, 1600x1200, Killer Instinct Gold (USA) (Rev 2).png [View same] [iqdb] [saucenao] [google]
9399484

>>9399464
I've searched a lot but have no idea how they made this framebuffer effect for Mario Tennis, it's not great but better than alpha blending. Only know that Mario Tennis wasn't emulated for a long time due to these effects.

KI Gold could look closer to the arcade version.

>> No.9074091 [View]
File: 485 KB, 1600x1200, Killer Instinct Gold (USA) (Rev 2).png [View same] [iqdb] [saucenao] [google]
9074091

https://www.youtube.com/c/KazeEmanuar
Good channel if you want to learn about the N64 hardware and code.

>> No.8160534 [View]
File: 485 KB, 1600x1200, Killer Instinct Gold (USA) (Rev 2).png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160409
N64:
Maximum: 16.8 million colors, 32-Bit RGBA
Pixel Color Frames Buffer Support
21-Bit color video output
16.8 million colors available
32,000 colors on screen at once

Playstation:
Maximum color depth of 16,777,216 colors (24-bit true color)
57,344 (256×224) to 153,600 (640×240) colors on screen
Unlimited color lookup tables (CLUTs)
32 levels of transparency
All calculations are performed to 24 bit accuracy
Texture mapping color mode:[8]
Mode 4: 4-bit CLUT (16 colors)
Mode 8: 8-bit CLUT (256 colors)
Mode 15: 15-bit direct (32,768 colors)
Mode 24: 24-bit (16,777,216 colors)

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