Bregalad wrote: ↑Tue May 26, 2020 1:13 am
I know our goals and why we are into retro game development could be very different. But IMO it's completely silly and anachronical to think about 16:9 HDTV when developing a game that is supposed to target the SNES platform. Sure, you could do letterboxing for SuperFX reasons and it would happen to increase the width/height ratio, like StarFox I think.
However you should either consider 16:9 HDTVs don't (yet) exist, or you should develop your game for the PC platform while retaining SNES-like graphics and forget about the SNES altogether. Developing a SNES homebrewgame and expecting it to be played on a 16:9 TV is silly by nature.
16:9 HDTVs exist now in 2020. Regardless of what console the game is going to be on, it is currently being planned in 2020. It might be silly for most people, but when looking through the lens of that fact, I think it can work for people who like retro homebrew games but aren't going to go so far as to limit what TVs they use just to have a 99.99% accurate 1990s experience.
If I was making the game, I would not pretend that it's the 1990s just because I'm making a game for a 1990s console. If I was like that, I might as well just limit my tools to the same ones people used in the 1990s, and I think that would be silly.
Now, yes, I do personally prefer 4:3, as I usually do, and I am usually fine with it. However, if we
need to letterbox for technical reasons, then I'm willing to at least look on the bright side of how modern technology can interact with old technology, rather than just pretending it doesn't exist entirely.
lidnariq wrote: ↑Sun May 24, 2020 6:46 pm
Nikku4211 wrote: ↑Sun May 24, 2020 5:14 pm
In one screen, do [all textures in PS1 FFT] all use the same 4BPP palette, or do they all use different 4BPP subpalettes?
A bunch of things use the same palette. If you have access to the CD, you can just snoop around. There's some palette swaps too.
I was only talking in terms of what's on the same screen at the same time.
lidnariq wrote: ↑Sun May 24, 2020 6:46 pm
I know 2BPP would be only 4 colours for the entire screen, effectively limiting it to a Super Game Boy palette or a Flipnote Studio palette, but how much of the screen can you do at 30fps with this method and a 2BPP framebuffer? How much can do you at 60fps? And would limiting the FPS to 25 instead of 30 even on NTSC screens help anything?
Non-integer divisions of the source frame rate may not look good. Perhaps 2.5 would be ok (24fps), just like conventional film telecining, but the judder may be perceptible.
In any case, the math I outlined before it still true, just with different constants:
Oh, that makes sense. I never thought I'd have to use my browser's zoom function, but this is some cool maths.
secondsun wrote: ↑Mon May 25, 2020 8:42 am
So far my biggest mistake is writing 192*256 as a resolution and now people are giving me advice on pillar boxing to get more DMA bandwidth on HBlank.
Yeah, that kind of stuff happens here. What could be dismissed as stupid, silly, or impossible can also provoke actual discussions, and even the stupidest of mistakes can inspire good ideas.
secondsun wrote: ↑Mon May 25, 2020 8:42 am
Nikku4211 wrote: ↑Sun May 24, 2020 5:14 pm
Do you expect to support the original SD2SNES, the one I have?
I don't know enough about the version differences of the SD2SNES to make promises, but I hope so. If it doesn't my code is all open source, and people can help me out there when that becomes a problem.
Oh, okay. Cool, thanks for the reply.
secondsun wrote: ↑Mon May 25, 2020 8:42 am
And yeah, I know it's weird thinking about LCD TVs when we're talking about a SNES homebrew concept, but yeah, people who play retro games on LCD TVs (when they don't have CRTs) exist and should be considered.
I too thought of the great cosmic irony that I could double letterbox, get better performance, shoot out a signal to the tv and have it crop and give us full screen 16:9 LCD SNES games. If that is how things turn out it will look horrible and beautiful and I will love it.
Yeah, me too. If we're going to lose some resolution, we might as well make the best of said resolution.
tepples wrote: ↑Mon May 25, 2020 7:34 pm
In any case, I was trying to keep the best compromise among bandwidth, not spending time rendering pixels that would get cut off by side overscan on 4:3 CRT SDTVs, and minimizing residual windowboxing when displayed on a 16:9 modern TV.
Ah. Why do I keep forgetting about CRT overscan? I guess I just hate windowboxing
that much.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.