Search found 24 matches

by joabfarias
Wed Aug 24, 2016 3:45 pm
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 204308

Re: 3DNes

Answering your question on the performance, it runs ok in a Intel Core i5 3.1 GHz. In one of my notebooks (dual core, 2.3 GHz), it has a huge lag between controls and response in the game (about half a second or more). I am not sure, but NES emulation is quite easy on performance (in almost every em...
by joabfarias
Wed Aug 24, 2016 12:34 pm
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 204308

Re: 3DNes

It is very good to know that you are planning to make your technology similar to Retroarch. Genesis and SNES games will be beautiful to watch. Also, would it be possible to substitute the "layers" to a pixel by pixel attributes of "where it starts" and "how many cubicles of depth"? It would make the...
by joabfarias
Mon Jul 25, 2016 7:17 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 204308

Re: 3DNes

Is it possible to make some object colors glow? It would be amazing to see the coins in Super Mario affecting the ambient lights. Also, sometimes objects merge with the background, making it impossible to put them correctly in the Z axis. This is an example from Captain America: CapAmerica.jpg If we...
by joabfarias
Fri Jul 22, 2016 2:54 pm
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 204308

Re: 3DNes

Dragon Fighter after some editing:
https://www.youtube.com/watch?v=Yesz0w7oHPI
by joabfarias
Wed Jul 20, 2016 10:01 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 204308

Re: 3DNes

I saw the early works you have show (Castlevania, a few months ago). I never thought it could be so beautiful as it is now. It seems to be more than an emulator, this is an art tool. Is it possible to replace the nes tiles that are being put in the 3d shapes with high quality textures? If yes, then ...
by joabfarias
Tue Aug 14, 2012 1:56 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Re: Tiles pixels 2x, 4x (or more) - HD remaking of NES games

I am trying to talk to Quietust (author of Nintendulator), at first he said that doubling the pixels directly in ROM and PPU (as we want to do) would not be feasible in Nintendulator because of the low level emulation of the PPU that Nintendulator uses. Do any of you guys know what version of Visual...
by joabfarias
Mon Aug 13, 2012 2:31 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Re: Tiles pixels 2x, 4x (or more) - HD remaking of NES games

It means that a version of MegaMan in a emulator that works like HiSMS would be a little bit boring to make...
Every single animation frame would have to be done a dozen times or more.
How dows HiSMS work when the sprite is partially hidden (like when Alex is behind bushes, for example)?
by joabfarias
Mon Aug 13, 2012 1:34 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Re: Tiles pixels 2x, 4x (or more) - HD remaking of NES games

Do you know how HiSMS works in palette changes? Do we need to make a HD version of the same sprite when it changes colors?
by joabfarias
Mon Aug 13, 2012 12:54 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Re: Tiles pixels 2x, 4x (or more) - HD remaking of NES games

The latest versions of My NES no longer supports it unfortunately, and may never come back! There should be a better way than doing it in a double-pixeled bitmap mode anyways. Oh, sad news :( I had never heard about HiSMS until reading this topic. I'm enjoying a lot to change Sega Master System gra...
by joabfarias
Fri Jun 29, 2012 8:46 am
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

At this point, with the complexity, it would almost be "better" to make game-specific emulators that run the original game logic underneath (for 100% accurate gameplay) but use knowledge of the game's engine specifics to generate a display using higher-quality assets (if not well-done 3D models). I...
by joabfarias
Thu Jun 21, 2012 1:19 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Similar things had been done in a really old arcade game emulator (for DOS) called EmuDX, in which you can replace the graphics and sound clips with new ones. There was also a certain SMS emulator that popped up a few years back in which you can replace its graphics by high resolution ones (read th...
by joabfarias
Thu Jun 21, 2012 9:51 am
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

The idea is exactly like this, keep all instructions that are not graphics related untouched. The games would look 512x480 (or more), but would "feel" like the old 256x240. It would be impossible, for example, to scroll the screen in just one pixel to the left, since there are not really 512 columns...
by joabfarias
Wed Jun 20, 2012 10:54 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

Well, koitsu, you made your point. Now, if you excuse us, we will continue our talk. Nothing personal, just a plain case of freedom of thought. I am trying to make some changes in the source code of Nintendulator. If anyone knows a good C compiler that could correctly recompile the thing, suggestion...
by joabfarias
Wed Jun 20, 2012 8:42 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

I remember that the DOS version of NESticle allowed the user to edit the sprites during emulation. It was not a very good interface, but was pretty easy to change things. If the tool to redesign the sprites could be inside the emulator like in NESticle, with the results being show in real time, it w...
by joabfarias
Wed Jun 20, 2012 4:23 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 21042

You look up a different 256 or 16 color palette for each possible 3-color palette. Tepples suggested a way to auto-generate a 16-color palette: darker and brighter versions of the 3 colors, and blended colors. But you don't have to use it, you can just use a custom-made palette. Sorry, now I unders...