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/vr/ - Retro Games

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>> No.9422262 [View]
File: 468 KB, 256x152, oh shit oh fuck.gif [View same] [iqdb] [saucenao] [google]
9422262

>>9421632
>comes with Yoshi's Island

good job ruining the rest of the library for new SNES owners by including a literal 12/10 as the pack-in, Nintendo

you want to include a main-in coupon for a free copy of Chrono Trigger while you're at it?

>> No.9211724 [View]
File: 468 KB, 256x152, 1648935229411.gif [View same] [iqdb] [saucenao] [google]
9211724

Yes

>> No.9091178 [View]
File: 468 KB, 256x152, 1648935229411.gif [View same] [iqdb] [saucenao] [google]
9091178

>>9090312
AAAAAAAAAAAAA GOD DAMN
OP you are the gayest autistic retard I've ever seen
Fuck
This is why emulatorfags should never talk about stuff like "pixel perfect"
Even use bad PS3 emulation as an example
Your "early build" screenshot is literally 320x224, if you account for the borders you get 320x240
You gave us two emulated options and both are wrong - the game is 4:3 but you're cropping the borders so the play area is not 4:3 anymore, so why would you take this new cropped image and stretch it back to 4:3 and call it 4:3 resolution?
The original image is BOTH 4:3 AND "PIXEL PERFECT" and fits perfectly on a 4:3 TV like most other Playstation games
Fuck this is the Super Mario All Stars thread all over again where the entire board could not convince one autistic retard that he's fundamentally wrong
Please for God's sake don't tell us you lived in the 90's too and played it cropped with "pixel perfect" all the time on your widescreen TV.

>> No.8798174 [View]
File: 468 KB, 256x152, 1648935229411.gif [View same] [iqdb] [saucenao] [google]
8798174

>>8797578
nigga, unless you korean, playing video games isn't your job.

>> No.8773995 [View]
File: 468 KB, 256x152, 1233475583576.gif [View same] [iqdb] [saucenao] [google]
8773995

>> No.8735618 [View]
File: 468 KB, 256x152, oh shit oh fuck.gif [View same] [iqdb] [saucenao] [google]
8735618

>> No.8064750 [View]
File: 468 KB, 256x152, 1188017397302.gif [View same] [iqdb] [saucenao] [google]
8064750

>>8063481
it really did seem like a sidegrade. The specs suggest it wouldn't have brought any meaningful boost to CD games over cartridge besides the usual (more storage space for animations and more, higher quality music including redbook) but would also have to deal with load times. It was more like the PC-engine cd-rom addon than the MegaCD, which for its part included hardware sprite scaling and rotation and another, faster cpu.

Had these units included something like a SFX chip with it to aid the main cpu... we might have seen some cool-ass shit.

>> No.3994243 [View]
File: 468 KB, 256x152, Touch Fuzzy.gif [View same] [iqdb] [saucenao] [google]
3994243

>> No.3845547 [View]
File: 468 KB, 256x152, touch fuzzy.gif [View same] [iqdb] [saucenao] [google]
3845547

>>3845449

>> No.2188625 [View]
File: 468 KB, 256x152, touch fuzzy.gif [View same] [iqdb] [saucenao] [google]
2188625

>>2188343
That looks like someone tried porting "Touch Fuzzy Get Dizzy" to the Sonic games.

>> No.1201549 [View]
File: 468 KB, 256x152, touch fuzzy.gif [View same] [iqdb] [saucenao] [google]
1201549

>>1201340
>Touch Fuzzy Get Dizzy


aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

>> No.1080127 [View]
File: 468 KB, 256x152, touch fuzzy.gif [View same] [iqdb] [saucenao] [google]
1080127

>>1079858
I don't know the exact programming behind it, but it seems to me that the ground height is modified over a sinusoid per every vertical pixel. The background has its scroll data (top and left positions) modified over every scanline.

At least that's how shit like that is done on the Megadrive and C64, anyway; I assume the SNES does it the same, but I don't remember many games doing it on that machine.

>> No.946867 [View]
File: 468 KB, 256x152, touch fuzzy.gif [View same] [iqdb] [saucenao] [google]
946867

>>946620

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