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/vr/ - Retro Games


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4652385 No.4652385 [Reply] [Original]

2D games getting widescreen hacks? wtf I thought this was impossible.

http://www.romhacking.net/hacks/3913/

>> No.4652392
File: 89 KB, 774x509, 1521298506021[1].png [View same] [iqdb] [saucenao] [google]
4652392

>>4652385

Same guy also working on SotN widescreen. GET HYPED!

>> No.4652395

I guess it's easy for scrolling games, you could just change a few variables to widen the culling box to fit a new aspect ratio. Essentially just borrowing tiles from 1 screen over.

Would be impossible on 'screen-switching' games tho without stretching.

Source: Have written 2D games but never rom-hacked anything

>> No.4652439

Maybe it's simpler to do on the PSX, as even the sprites are just polygons. And the system could actually do widescreen.

>> No.4652446

>>4652385
If the information is there, it is just about showing it.

In 2016 I played RE4 for a few hours in VR. As a more recent example.

>> No.4652458

>>4652439
I'm guessing this. I doubt we'll see someone hack Gameboy games to display in higher resolutions, at least not without a ton more effort.

>> No.4652526
File: 2.68 MB, 512x288, 1521296823354[1].webm [View same] [iqdb] [saucenao] [google]
4652526

>>4652458
>I doubt we'll see someone hack Gameboy games to display in higher resolutions, at least not without a ton more effort.

>> No.4652536

>>4652385
I'm sure it's just pointless, not impossible

>> No.4652559

>>4652526
And just how much effort went into it?

>> No.4652568

>>4652395
It's not that easy at all. The author even mentions how it only works on certain emulators with hacks, and since I think he's still enlarging the framebuffer, PS1 doesn't have enough VRAM to show some graphics near the end of the game. You probably couldn't do this on a game before at least reverse-engineering its VRAM allocation routines so that the two buffers don't override any sprite/background graphic.

>>4652439
>as even the sprites are just polygons

They actually aren't. If they were, you wouldn't need to hack the game at all. Most 2D games on the PS1 used actual sprites with a dedicated command for 2D tiles, as they were easier to render (only required X and Y coordinates), weren't subject to any dithering, and they were faster.

>> No.4652658

>>4652568
>Most 2D games on the PS1 used actual sprites with a dedicated command for 2D tiles,

No they didn't. PS1 can't do 2D. It's all 3D polygons, with one side that's infinitely small. It's fake 2D in 3D engines.

>> No.4652674

>>4652658
Source: your butt.

As for >>4652526, it's way easier to do it on a Game Boy than doing it on a PS1, because GB displays graphics on a fixed buffer so you just extend the boundaries of the viewport. Doing so on PS1 is nonsense because it doesn't have a fixed buffer, nor fixed resolution.

>> No.4652994

>>4652392
Hype'd. How much time will it take?

>> No.4653008

>>4652439
>meanwhile, sega saturn supports widescreen automatically

>> No.4653025

Assume these kind of romhacks are only modifying the BG layers, nothing more? e.g. if enemies that traditionally only spawn in at the edge of screen now spawn in sooner... well that's going to modify gameplay...

>> No.4653030

>>4653025
PSX doesn't have BG layers. Assuming game logic doesn't spawn enemies (their entity) *that* close to the player, they may just behave properly as you would expect.

>> No.4653041

>>4652674

>GB displays graphics on a fixed buffer so you just extend the boundaries of the viewport.

Since you seem to be knowledgable about this, could this also be done on other 2D consoles like the NES or Genesis?

>> No.4653086
File: 755 KB, 1000x1143, gg on gba.jpg [View same] [iqdb] [saucenao] [google]
4653086

>>4653041
Different anon. Most Game Gear emulators can already do this.
See, it has the framebuffer size of a SMS but crops out a lot of it. Most games have a lot of garbage offscreen but some games work perfectly.

>> No.4653121
File: 222 KB, 1280x720, mpv-shot0265.jpg [View same] [iqdb] [saucenao] [google]
4653121

>>4652385

http://www.youtube.com/watch?v=rEIMyJZjcAg

>> No.4653171

>>4652392
But SotN was always widescreen, it was just letterboxed.

>> No.4653770

>>4653171
shut up pal fag

>> No.4653790

>>4652526
Huh! Is there a link to progress on this or anything?

>> No.4653793

I don't get it.
Why would you guys want to play these games which were originally made for 4:3 like that?
I assume you guys own wide CRTs?

>> No.4653802

>>4652385
>Warning!!! This hack does not work correctly on the original hardware or Mednafen emulator. Use PS1 emulators like ePSXe or PCSX-R for various platforms.
in to the oven it goes

>> No.4653825

>>4653793
Ofcourse grandpa!

>> No.4653834

>>4653825
No you don't.

>> No.4654239
File: 775 KB, 1920x729, La La Land Presented in CinemaScope.jpg [View same] [iqdb] [saucenao] [google]
4654239

>Warning!!! This hack does not work correctly on the original hardware or Mednafen emulator. Use PS1 emulators like ePSXe or PCSX-R for various platforms.
I want to play PS1 games in actual widescreen with real hardware, damn it!

Also:
>tablet 16:10 aspect ratio
>not the HDTV standard 16:9, let alone CinemaScope master race
Trash.

>> No.4654304

>>4652385
>wtf I thought this was impossible

Depends on the game. In every tile-based console I know of the background layers are significantly larger than the viewport. A lot of games load all the tiles in at once and that's it, in which case an emulator which shows that game in "widescreen" would be trivial, though possibly buggy around the edges of the layer since default behavior is to wrap. Most scrolling games have huge maps though, which means that tiles need to be streamed from ROM during gameplay as needed, so you're going to get all kinds of issues trying to make that widescreen.

Also most games don't bother loading sprites or running AI on objects until it's needed, so you'll have a lot of idling NPCs on the edges and NPCs randomly popping into existence. Plus a lot of games hide sprites offscreen for various reasons, so you'll have a lot of garbage sprites in those games.

I doubt you'd find more than a handful of games where it'd work flawlessly.

>> No.4654307

>>4654239
you will never be able to run it on real hardware dumbass the hardware only outputs a 4:3 signal

>> No.4654323

>>4654307
Ghost in the Shell for PS1 can output 16:9 widescreen even in real hardware.

However, I agree that CinemaScope is impossible.

>> No.4654335

>>4652385
>>4652392
>>4653121
>hq2x

delete this thread

>> No.4654353

>>4652385
There are some source ports of old 2D games that allow this.

>> No.4654610

>>4653793
We call them computers

>> No.4656858

>>4652526
masterjun also did something like this with SNES, see below
https://www.youtube.com/watch?v=4ieh4TtbvDc


all in all, you could trivially work up an emulator that extends the viewport to show the full tilemap page(s) and it would work alright-ish with at least Genesis, SNES, NES, GB(C) and GBA. I think N64's already been done even.

>> No.4657940

>>4652439
Not really. Even though you could do 1024x720 on the psx, you would have to use only a byte for each pixel.

Also, you would have filled VRAM to the brim, and you wouldn't be able to store any textures or sprites.

While we are at it, you could forget about buffering too. You would have to write directly to vram in the duration of a single frame in order to avoid screen tearing. Something which is highly improbable with the bandwidth the psx offers.

>> No.4657946

>>4654610
You call screens "computers"?

>> No.4657949

>>4657940
Addendum.

And that is why you need hacks for that. You can't redefine the limits of the console, but with an emulator the sky is the limit.

>> No.4658543

>>4656858
Yes.
Project 64 can emulate in 16:9 and even CinemaScope.

t. allergic to unofficial emulation except for Cemu, Dolphin, and Project 64, and even then, usually prefers real hardware

>> No.4660905

>>4658543
>t. allergic to unofficial emulation except for Cemu, Dolphin, and Project 64, and even then, usually prefers real hardware
who gives a shit you filthy tripfag

>> No.4660907

>>4660905
You don't have to bump a thread that was minutes away from dying just because nobody cares about your post, tripfag retard.

>> No.4661212

>>4653171
>>4654307
>>4654323
>>4654335
What the fuck are you guys smoking.

>> No.4661748

>>4653802
this