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/vr/ - Retro Games


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10749689 No.10749689 [Reply] [Original]

>has no 256 pixel width resolution support in your path
What were they thinking?

>> No.10749693

Two of these threads up within minutes of one another?
Are you bored?

>> No.10749705

The Mega Drive had both 256 and 320 modes, and the overwhelming majority of games went with 320 mode. The market chose the better option. Who needs 256?

>> No.10749706

>>10749693
Mad threadsliding, BTFO likely

>> No.10749708

It won't work.

>> No.10749710

>>10749693
>>10749706
I'm not the other OP, I just saw it and remembered I had this question.

>> No.10749725

>>10749705
The 256 pixel mode was mostly just there to support Master System compatibility. Only games I can specifically remember using it are Double Dragon II and Koei titles.

>> No.10749728

>>10749710
You thought one question deserves its own thread?

>> No.10749762

>>10749705
>and the overwhelming majority of games went with 320 mode
Genesis is a sprite based console. 320p and 256p don't make much of a difference as the system doesn't even have a framebuffer. Consoles with framebuffer redraw the screen every single frame while consoles without it work more like a puppet show, they're only moving sprites and tiles around and swap them occasionally.
>Who needs 256?
Anyone who needs to squeeze out more frames per second.

>> No.10749819

>>10749725
Mega Man: The Wily Wars is also a 256x224 game. Makes sense since it's based on NES games with the same resolution.

>> No.10749839

>>10749689
?

>> No.10749884

>>10749839
The Sega Saturn does not have a 256x224/240 video mode. This was in the NES, SNES, and numerous arcade games from the era. The Playstation did support this resolution and a lot of games including Symphony of the Night used it. As a result Saturn ports often are letterboxed and require the user to tweak the CRT or end up butchered with repeated pixels like in SOTN's case. Thankfully 256x192 Master System ports could fit in a 320x420 window, even if that means the game would be smaller.

>> No.10750028

>>10749689
>if only there was an online video sharing platform where ignorant children could tell us what video modes our systems should have

>> No.10750034
File: 16 KB, 400x300, Snes-Super-Nintendo-Console-MARIO-jeu-Original-contrôleur-état.jpg [View same] [iqdb] [saucenao] [google]
10750034

>has no 320 pixel width resolution support in your path
What were they thinking?

>> No.10750053

>>10749725
Street fighter 2 and lords of thunder are 256px wide. Hook too

>> No.10750071

>>10749762
256px mattered because if you had large animations you needed less tiles to fill up the screen, meaning less space on the cart. Sonic 2 special stage used it.

>> No.10750156

>>10750034
Lateral thinking with withered technology.
2.68 mhz.

>> No.10750163

>>10750156
i'm sure it had something to do with the planned famicom compatibility

>> No.10750663

>>10750156
>retarded thinking with stone age technology
Fixed.

>> No.10750674

>>10749689
They could've literally just cropped the games. No excuse

>> No.10750693

It would have been better to have support for 384x224 pixels enabling CPS2 ports with exactly the same resolution as the arcade.

>> No.10750703

Probably they thought
1) 320 was becoming the standard everywhere anyway and new games would have no reason to be made in 256
2) Saturn would lead the way in 2D and other systems would be forced to follow
3) With 3D games it doesn't matter
In the end people only ask this question because for some reason SOTN was made in 256

>> No.10750748

>>10750703
256 helps a lot for 3D, fewer pixels to render.
Also helps in 2D to reduce overal memory consumption a bit.
Even Mega Drive exclusives like the shining force games used it.
There are valid reasons to stick with 256 mode, even if you do not agree with them.

>> No.10750756

>>10750053
>Street fighter 2
SNES port.
>lords of thunder are 256px wide.
PCE port.
>Hook too
SNES port.

Majority of native games were 320x224. Shining Force are good examples of 256x224 native games.

>> No.10750758

>>10750703
>SOTN
Megaman X3 and Jikkyou Oshaberi Parodius too, I know since I have both and both had to be converted to 320, leaving X3 with borders and squished, and Parodius with a wider view that looks squished on a CRT, except the menus and cutscenes which looks distorted.

>> No.10751108 [DELETED] 
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10751108

>>10749689
>What were they thinking?
Skill issue.

>> No.10752542

>>10749689
good thing CRT's don't have care about horizontal resolution

>> No.10752595

>>10752542
midwit: the post

>> No.10752603

>>10752595
halfwit: the reply

>> No.10752612

>>10749689
what?