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I was wondering if my SNES game would be compatible with advanced emulator features like "HD Mode 7". Luckily, it works out of the box! This is at 3x resolution compared to regular SNES output. #gamedev #indiegame #snesdev

38,980 просмотров • 5 месяцев назад •via X (Twitter)

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You might have seen some posts that Highguard runs at a fake in-game resolution, but its not exactly what you think. Steam User Captain_SmellyRat noticed this issue first by pointing out that if you set render scale at 100%,the game would still show 80% of the resolution in DLSS hud UI. So If you're playing at 1080p, the internal resolution would be 864p and If you don't change the default render scale (which seems to be always set to 75%) the final resolution would be 648p. However it turns out that the in-game resolution is changed in value directly from post-processing settings that you set. Post-processing quality settings would change the internal resolution as follows: Low - 80% of in-game resolution Medium - 90% of in-game resolution High - 100% of in-game resolution If you're playing at high settings, you will not notice the game looking blurry, but if you play at medium or low settings, the game will look extremely blurry even though you think you're playing at 1080p or 4k. I find it weird that post-processing quality directly affects the internal game resolution, but if you're playing the game and it looks blurry to you, make sure you set the post processing quality to high. Whenever this was intentional or not to achieve a higher FPS, I don't exactly know. However, I still think the developers should have clarified what each settings affects the game, which in this case here it directly affects the resolution.

NikTek

20,832 просмотров • 6 месяцев назад

YO ADRIAN! I DID IT! Update on my TMNT SNES port. This is the most extensive OAM overhaul I've ever done with a port, and I'm damn proud of myself! Lot of reverse engineering with the OG OAM engine, and I was finally able to incorporate a new method of writing to the buffer. This game does some heavy ADC/TAX for OAM buffer rotation to try to work around the sprite flicker. But that ADC/TAX rotation was complicating things for me when I was trying to incorporate a 16-bit index engine. What is also tricky, is that this game uses 8x16 sprites, and what is special on the NES, its hardware creates the bottom 8x8 sprite tile, without the need of the OAM to have it present. You can't do that on the SNES, you have to create that 2nd 8x8 sprite tile within code. The reason this is such a big deal, is before with 8x16 titles i've worked on, I would first simply copy the games original oam buffer to my snes buffer, but that addded alot of extra cpu time, this is present in my Legend of Zelda SNES port. Later ports I've done, I don't do that anymore, I modify the games original storage of OAM values, and send them directly to my custom snes OAM buffer, eliminating extra cpu cycles. So what's the big deal? My method of doing 8x16 sprites, is using my first 256 byte oam buffer for the top 8x8 tile, and my second 256 byte oam buffer for the bottom 8x8 tile. The issue I was having, was errors with sprite priority when sprites overlap each other. I noticed this right away during the dam sequence where the turtles have to disarm the bombs. Here is a before and after my port. Now I can finally move on with the port! 🙂

infidelity

13,405 просмотров • 10 месяцев назад