[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 139 KB, 478x357, NT2E0000.png [View same] [iqdb] [saucenao] [google]
2410115 No.2410115 [Reply] [Original]

This thread will be for capturing and posting framebuffers of 5th generation console games. The images will be the 'true' native resolution of the game before it is scaled.

How to take participate: You need a pixel-perfect emulator
PSX: Mednafen (press F9 to save a framebuffer shot)
N64: Angrylion's RDP plugin set to DP frame buffer mode (with emulator of choice)

It would be cool if somebody could do Saturn (if possible).

Disclaimer: These "pixel-perfect" emulations may not actually be perfect, but we can be sure that the resolution is correct.

You'll probably have to convert these pictures to PNG yourself. If any black borders remain in the framebuffer shot please trim them off.

First one: Turok 2 - Nintendo 64 (NTSC) - High resolution mode

>> No.2410118
File: 98 KB, 478x237, NT2E0001.png [View same] [iqdb] [saucenao] [google]
2410118

Turok 2 - Nintendo 64 (NTSC) - High resolution letterbox mode

>> No.2410120
File: 57 KB, 282x220, NT2E0002.png [View same] [iqdb] [saucenao] [google]
2410120

Turok 2 - Nintendo 64 (NTSC) - Low resolution mode

>> No.2410121
File: 70 KB, 512x216, CTR - Crash Team Racing (USA)-0000.png [View same] [iqdb] [saucenao] [google]
2410121

Crash Team Racing - PlayStation (NTSC)

>> No.2410125
File: 84 KB, 320x237, NDYE0000.png [View same] [iqdb] [saucenao] [google]
2410125

>> No.2410127
File: 48 KB, 304x224, NWOE0000.png [View same] [iqdb] [saucenao] [google]
2410127

World Driver Championship - Nintendo 64 (NTSC) - Normal resolution mode

>> No.2410129
File: 66 KB, 304x238, NWOE0001.png [View same] [iqdb] [saucenao] [google]
2410129

World Driver Championship - Nintendo 64 (NTSC) - High resolution letterbox mode

>> No.2410131
File: 45 KB, 320x239, Gran Turismo [U] [SCUS-94194]-0000.png [View same] [iqdb] [saucenao] [google]
2410131

Gran Turismo - PlayStation (NTSC)

>> No.2410135
File: 102 KB, 512x223, Spyro the Dragon [NTSC]-0001.png [View same] [iqdb] [saucenao] [google]
2410135

Spyro the Dragon - PlayStation (NTSC)

>> No.2410137
File: 80 KB, 292x213, NBKE0002.png [View same] [iqdb] [saucenao] [google]
2410137

Banjo Kazooie - Nintendo 64 (NTSC)

>> No.2410139
File: 74 KB, 384x240, Ape Escape [SCUS-94423]-0000.png [View same] [iqdb] [saucenao] [google]
2410139

Ape Escape - Playstation (NTSC)

>> No.2410141
File: 84 KB, 512x216, Spyro 3-0000.png [View same] [iqdb] [saucenao] [google]
2410141

Spyro 3 Year of the Dragon - Playstation (NTSC)

>> No.2410148
File: 97 KB, 304x226, NB7E0001.png [View same] [iqdb] [saucenao] [google]
2410148

Banjo Tooie - Nintendo 64 (NTSC)

>> No.2410150
File: 131 KB, 368x448, Tekken 3-0000.png [View same] [iqdb] [saucenao] [google]
2410150

Tekken 3 - Playstation (NTSC)

>> No.2410151
File: 158 KB, 400x442, NNAE0000.png [View same] [iqdb] [saucenao] [google]
2410151

Star Wars Episode 1 Battle for Naboo - Nintendo 64 (NTSC) - High resolution mode

This one broke and is totally wrong, but the resolution is correct.

>> No.2410183 [SPOILER] 
File: 5 KB, 100x117, 1431932678012.gif [View same] [iqdb] [saucenao] [google]
2410183

>>2410115
my question is, why?
what is the objective of doing this?

>> No.2410186

>>2410183
Why not?

>> No.2410228

>>2410150
I thought Tekken 3 was around 368x480?

>> No.2410310

>>2410131
Is it really only 239 pixels high? Does this explain why I had massive difficulty trying to fit Bomberman Party Edition and Rayman? I tried to make them 480 pixels high on my display but one of the lines kept jumping.

>> No.2410318

>>2410228
>>2410310
The framebuffer for both games included black borders that were trimmed off. The borders were there to make the games scale better.

>> No.2410334

>>2410115
Some may not appreciate this, but good on you, OP. Accurate framebuffer capture reveals some very interesting stuff.

>> No.2410375

>>2410183
This image doesn't work on /vr/...

>> No.2410387

>>2410121
>512 x 216

shiiiit nigga

Anyone got Crash Bandicoot 1-3?

>> No.2410413
File: 105 KB, 512x216, Crash Bandicoot 3 - Warped [NTSC]-0000.png [View same] [iqdb] [saucenao] [google]
2410413

>>2410387

>> No.2410601

>>2410115
this looks like shit

what's the point

>> No.2410608

>>2410121
>>2410413
>>2410141
wait what, why are some of these stretched so much

i like the thread btw, someone should toss a few webms in here

>> No.2410612

>>2410121
>>2410413
weneedtogowider.jpg

>> No.2410616

>>2410608
That's the internal resolution that the game actually renders at. It gets stretched to its proper aspect when output to the TV.

>> No.2410620

>>2410115
>capturing framebuffer
>using 'accurate' emulators as if they can even match original hardware
>not using a capture card

Shit thread, try again 7th genner

>> No.2410627

>>2410616
Why would the game render at such a resolution then destretch? Why wouldn't it render at something closer to 4:3 or at least 16:9?

>> No.2410674
File: 122 KB, 512x240, thps-framebuffer.png [View same] [iqdb] [saucenao] [google]
2410674

Tony Hawk's Pro Skater (NTSC)

>> No.2410678
File: 115 KB, 512x240, thps2-framebuffer.png [View same] [iqdb] [saucenao] [google]
2410678

Tony Hawk's Pro Skater 2 (NTSC)

>> No.2410680

>>2410620
Learn what a framebuffer is first please.

>>2410627
Because it scales better.

>> No.2410685

>>2410620
You're shitposting like an eighth-genner.

>capture card
>framebuffer
Back to >>>/v/ please.

>> No.2410701
File: 41 KB, 320x240, r4-framebuffer.png [View same] [iqdb] [saucenao] [google]
2410701

R4: Ridge Racer Type 4 (NTSC)

>> No.2410705
File: 38 KB, 320x240, r4-framebuffer-2.png [View same] [iqdb] [saucenao] [google]
2410705

>>2410701

>> No.2410714
File: 85 KB, 512x240, spidey-framebuffer.png [View same] [iqdb] [saucenao] [google]
2410714

Spider-Man (NTSC)

>> No.2410720

>>2410714
>wider-man

>> No.2410726
File: 21 KB, 320x240, megaman-framebuffer.png [View same] [iqdb] [saucenao] [google]
2410726

Mega Man Legends - PlayStation (NTSC)

Should probably mention these >>2410674 >>2410678 >>2410714 are all the PlayStation versions.

>> No.2410731

I'd love to see some NTSC/PAL comparisons.

>> No.2410754

>>2410720
I'm guessing Apocalypse is the same then, since the engine was used for this and pre-2X THPS.

>> No.2410761

Seems to me so far that a key secret to the PS1 not looking as blurry as the N64 was that 512x240 resolution which means that the horizontal resolution is crisp and doesn't need to be heavily scaled.

>> No.2410769

>>2410761
I'm wondering if they pulled off some interlacing tricks with this too.

>> No.2410913

>>2410318
Yes I know overscan is cropped, doesn't explain why the vertical framebuffer is 239 (odd number) instead of 240.

>> No.2410924

>>2410115
Are we looking at the "true" resolutions of these videogames?

>> No.2410962

>>2410913
Might have shaved off a pixel or two off the actual game part of the framebuffer for performance, and replaced it with black borders to normalize it.

>>2410924
Yes

>> No.2411115

>>2410962
Did 1 row of pixels really affect performance?

>> No.2411638

This is a super interesting thread for those of us who know what a framebuffer is. I have to say that Spyro / Crash are damn impressive.

Has anybody access to Gran Turismo's hi-def mode? I do wonder what res that is.

>> No.2411694
File: 28 KB, 320x240, LSD - Dream Emulator (Japan) [SLPS-01556]-0030.png [View same] [iqdb] [saucenao] [google]
2411694

LSD - NTSC, 320x240

>> No.2411710
File: 91 KB, 2560x216, Leonardo DiCaprio.png [View same] [iqdb] [saucenao] [google]
2411710

>>2410612
If we go wider there may be no going back.

>> No.2411928

>>2410375
The Mario block is a more appropriate spoiler image for /vr/ than it is for /v/ when you think about it

>> No.2411942 [DELETED] 

>>2411115
Well when trying to optimize an arcade port, maybe.

Then again maybe the picture was cropped incorrectly.

>> No.2411946
File: 144 KB, 1920x215, 1431664672309.jpg [View same] [iqdb] [saucenao] [google]
2411946

Hello guys, nice thread you're having.

>> No.2411959
File: 4 KB, 256x192, screenshot_jamespond2_003.png [View same] [iqdb] [saucenao] [google]
2411959

>>2411115
NTSC has less vblank (off-screen lines) than PAL. 1 line of pixels is time spent drawing rather than computing AI/logic etc.

A good example is James Pond II on the Master System. On PAL there's a snow effect or parallax background, of NTSC there isn't

>> No.2411962

>>2411115
Might have been necessary when optimizing for 30fps.

Then again, the picture might have just has its borders over trimmed by one row.

>> No.2411968

>>2411638
I thought it was just 1 track at 60 fps.

>> No.2411969

do ace combat frame buffer images

>> No.2411971

>>2411968
Yes, but what resolution? I'm not certain if they changed the res too or not. A confirmation would lay to rest a niggle I've had in the back of my mind for ages.

>> No.2411975

>>2411971
>>2411968
>>2411638

I was curious about this too. I think it's 480i @ 60fps.

>> No.2412004

>>2410761
No, it comes down to the fact that the N64 hardware employed a horizontal interpolation filter, along with a couple other stuff like AA, de-dithering, gamma correction, etc. THAT is why the N64 looks blurry when output to a TV, something you won't see if you look at the raw framebuffer picture.

>> No.2412006
File: 280 KB, 3840x480, retroarch 2014-04-22 21-18-43-49.png [View same] [iqdb] [saucenao] [google]
2412006

>>2411710
No joke, that's how I play on my CRT monitor.

>> No.2412067

>>2412006
CRTs -- still beating LCDs in every department :)

>> No.2412209

could you post the frambuffers of Goldeneye and Perfect Dark plz?

>> No.2412254
File: 222 KB, 320x218, NPDE0000.png [View same] [iqdb] [saucenao] [google]
2412254

>>2412209
Perfect Dark in normal resolution.

>> No.2412259
File: 427 KB, 640x218, NPDE0001.png [View same] [iqdb] [saucenao] [google]
2412259

>>2412254
High resolution.

>> No.2412616

>>2412259
Worth noting the PAL version of PD runs at 448x268 in high resolution mode, or something close to that.

>> No.2413062

>>2412004
They did that all for a good reason I hope.

>> No.2413091
File: 92 KB, 292x213, NBKP0000.png [View same] [iqdb] [saucenao] [google]
2413091

>>2410731
Banjo Kazooie - Nintendo 64 (PAL)

Same res, though.

>> No.2413116
File: 44 KB, 320x240, Gran Turismo [U] [SCUS-94194]-0001.png [View same] [iqdb] [saucenao] [google]
2413116

>>2410131

Yep, the cropping was messed up the first time. This is the real res now. One row of pixels extra.

>> No.2413126
File: 70 KB, 320x218, FFIX NTSCU CD1-0000.png [View same] [iqdb] [saucenao] [google]
2413126

Final Fantasy IX - Playstation (NTSC)

>> No.2413179
File: 99 KB, 704x512, 00000021.png [View same] [iqdb] [saucenao] [google]
2413179

meanwhile on the Saturn

VF Kids

>> No.2413182
File: 79 KB, 704x448, 00000035.png [View same] [iqdb] [saucenao] [google]
2413182

VF2

>> No.2413183
File: 20 KB, 640x448, 00001336.png [View same] [iqdb] [saucenao] [google]
2413183

Saturn Bomberman

>> No.2413187
File: 28 KB, 704x480, 00000019.png [View same] [iqdb] [saucenao] [google]
2413187

Winter Heat

>> No.2413190
File: 260 KB, 640x448, dreamland_20.png [View same] [iqdb] [saucenao] [google]
2413190

Digital Pinball Necronomicon

>> No.2413191

Saturn emulator and settings?

>> No.2413873

>>2413062
Something about maintaining a minimum of image quality, I think.

>> No.2414860

>>2413873
It's weird because N64's "antialaising" filter made everything look shittier than they really are. Blurry as fuck.

>> No.2415106

>>2414860
I think maybe it was designed for CRTs. Probably looks better on them. Either that or the GPU designers just REALLY hated jaggies and wanted to kill them at all costs.

>> No.2415479
File: 100 KB, 512x448, Seiken Densetsu III000.png [View same] [iqdb] [saucenao] [google]
2415479

>>2410121
I hate it when games do the high res shit like that. That's the way the SNES did high res and it looked weird.

>> No.2415505

>>2415479
>hating on old TECHNOLOGY
that shit blew my mind playing the first english trans I found back in 2003. I thought it was part of the hack like those mode 7 health trainers you always used to see

>> No.2415510

>>2415479
It looks odd in SD3, yeah.

But it's extremely common in PS1 games and not even noticeable there for the most part.
like most people wouldn't notice that CTR ran at that wide-ass resolution without seeing the framebuffer

and there's something nice about non-square pixels

>> No.2417331

>>2410761
Very few games ran at that resolution. The PS1 wasn't good at calculating geometry (which resulted in geometry flickering around) and the textures were horribly pixelated.

>> No.2417341

>>2415479
Could someone explain what's going with this image?

>> No.2417373

>>2415479
whats really autism inducing about this pic is that the sprites are still in 240p

>> No.2417384

>>2413116
>One row of pixels extra.
It's this attention to detail that keeps me coming back to /vr/.

>> No.2417983

>>2410726
The PlayStation's 3D graphics sucked. Look at the zigzagged graphics.