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/vr/ - Retro Games


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5363216 No.5363216 [Reply] [Original] [archived.moe]

https://www.youtube.com/watch?v=uA02-KXtwJs

Someone ran the Hokuto no Ken PlayStation game's OP through an emulator with PGXP running. Results are pretty solid. Unlike a lot of PS intros, this is using in-game models, so it upscales well.

>> No.5363295

>>5363216
This is better
https://www.youtube.com/watch?v=EcDvUUB1H1I
a bit of memory editing, hilarity ensues

>> No.5363301

>that one game nobody played looks sort of nice (only if you upscale it)

>> No.5363316

>>5363301
>BS

>> No.5363352

>>5363216
>0:17 bottom left
that happened in the original or was it PGXP's fault?

>> No.5363360
File: 201 KB, 1920x1080, screenshot0249.jpg [View same] [iqdb] [saucenao] [google] [report]
5363360

>>5363352

I didn't even notice. Thanks for pointing that out.

That's because of the wide-screen mode on this. The game is originally 4:3, and they're turning on true widescreen for 16:9. But what that does is widen the screen, and show things that were never meant to be shown. In this case, it looks like the game pre-loads Kenshiro to use him in the next scene.

So yes, that happens in the original, but you'd never notice it because it'd be offscreen in 4:3 mode.

If I had to take a guess, this entire sequence is likely constructed in a relatively small room, and then the camera turns to different sides of the room while it loads the next scene off screen.

>> No.5363372

>>5363360
>If I had to take a guess, this entire sequence is likely constructed in a relatively small room, and then the camera turns to different sides of the room while it loads the next scene off screen.

That is correct. All cutscenes and stages in this game fit into a very small volume with objects stored under the floor or just outside the camera cone. This primarily makes the graphics more stable and less prone to jittering.

>> No.5363380

>>5363372
>This primarily makes the graphics more stable and less prone to jittering.

How does that reduce jittering?

>> No.5363385

>>5363380
If you keep all your objects/transforms close to the scene origin.

>> No.5365281

>>5363385

that's really what causes jittering? nuts.

>> No.5365352

>>5363216
Tried playing this on my PSP but some error or glitch means I can't play more than the first level without it freezing.

>> No.5366164

>>5363216
It's neat that they recreated the opening with real time rendered objects and not just an FMV.

>> No.5367265

It's kind of weird that Raoh is the only major villain to show up in the intro. Shin, Jagi and I think Toki all show up in the original (or rather, the second) intro, but are absent in the PS1 version. I guess they're not in the game then either?

I like how they replaced the generic giant monster with Devil Rebirth, presumably due to not having to make new assets and him pretty much looking the same anyway. Maybe that recycling of assets is also to make the OP utilize less resources, hence the lack of the other characters - if they're in the game at all.

>> No.5367282

>>5365281
I think he's confusing vertice jittering with texture warping.

>> No.5367298

>>5367282
No. I'm talking about vertex precision. not affine texture mapping. Not much way around that, but you can defectively reduce vertex jitter/snapping and "cobweb artifacts" by keeping scenes effectively tiny.

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