*You need to resize ALL frames from arcade, in order for snes to has correct ratio. *You need to write program to extract all frames from arcade. It's achievable but you open pandora's box.Īlso, for all these that thinking "adding bigger sprites" because they look better, think the above: If you plan to remove the black bars, better forget it. The sprite size is correct, comparing to visible screen. You only need to add backwards walk frames. Gizaha wrote:(for sf2) It has quite "arcade version" sprite size already. Common sense tells me you can have a way better product than we've got. These hacks (for Snes/genesis) they often have more than 50/60/70megs, won't work on many emulators but they do work on original consoles. By the way, every single one of these hacks are made in Brazil, it's like they have a really big culture of this. Noticing that in the 90s arcade ports only had 8/16/24/32megs (SFF2 for genesis had 40), and looking nowadays games like Paprium (genesis) which has 80megs (no black bars, big sprites, background animations, no flickering, etc), i can only imagine what it could've been done for arcade ports if they had 80megs or more, even when you see arcade games that have only 50/60megs, it's all about memory after all. i've been watching these guys' projects for a while and i can tell you they do pretty amazing stuff for the Sega genesis (with their obvious limitations), as far as i've seen, they do not have black bars in their tech demos, it's true that they might be limited in some way (backgrounds, BG sprites, etc), but!, at first glance you think you are looking at the arcade. What i wanted to point is, if the sega genesis could have a very decent demo (in a way), i obviously expect the Snes to do a whole lot better.
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