Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b

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Retro Game Mechanics Explained

Retro Game Mechanics Explained

Күн бұрын

What resolutions can the SNES output, and how is it drawn on the screen? It's all explained right here.
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Пікірлер: 131
@scotts918
@scotts918 5 жыл бұрын
02:59: 248 pickles in size. That's a lot of pickles!
@dragonick2947
@dragonick2947 4 жыл бұрын
They're very _fuzzy pickles_ when viewed on a CRT monitor.
@KuraIthys
@KuraIthys 7 жыл бұрын
One of the most important things to consider for SNES graphics (but which I suspect a bunch of devs just ignored. Probably because acknowledging it would also mean having to redraw all the graphics for PAL systems entirely.) This is that the SNES doesn't use square pixels. (neither does the Mega Drive, actually, but it comes closer.) The consoles are designed to output to a display with a 4:3 aspect ratio. This means the resolution for NTSC is 224 (or 448 lines) - what does this correspond to in 4:3 aspect? approximately 298 by 224 But, the actual output resolution is 256x224. The result is that each pixel individually has a 7:6 aspect ratio. PAL machines though... Well, they can output 256x240... Which is OK, but when you actually calculate the visible screen area, it seems the display is 266.666 lines (or 533.33333 using interlacing) So no matter what you always get black bars. (we can round to 267 and 534 for most purposes) But if the visible area is 256x267, then what is the pixel aspect? Well, when you work it out, it turns out that the pixel aspect for a PAL display is 25:18 Also of note is that using a 25:18 aspect ratio, it means that a 16:9 display would be 256x200 pixels for a PAL system. (it would be 256x168 for an NTSC one) This is mostly useless, but presents some interesting implications for modern homebrew titles. Especially because if you output 256x200 on a PAL system you end up with a vertical blank period lasting 112 scanlines. which is enough to transfer as much as 20 kilobytes a frame. That's a fairly huge amount for anything which renders graphics using an external processor. (such as the SuperFX) DMA time is one of the most fundamental limitations the SNES (and Mega Drive too) has. You can stick a 1 gigahertz ARM cpu with a modern GPU in a cartridge and draw some crazy stuff, but it won't help you get past the DMA limits, which will seriously restrict your framerates and resolution well past what the SNES limits you to in general. Anyway... Pixel aspect ratio: Since you can do 512x224 or 512x448 or the like... For an NTSC system the pixel aspect ratios are 256x224 = 7:6 512x224 = 7:12 256x448 = 14:6 512x448 = 7:6 This means you can switch to interlaced high resolution mode without making any changes to your graphics. (background graphics. Sprites respect interlaced mode, but not high resolution. So at 512x448 your sprites are squashed to half height, but still have the same width.) For PAL you end up with pixel aspect ratios of 256x224/240 = 25:18 512x224/240 = 25:36 256x448/480 = 50:18 512x448/480 = 25:18 One thing to take from this is that PAL and NTSC machines have completely incompatible graphics. If you draw your graphics assuming the pixels have a 1:1 aspect ratio (as they do 99% of the time on PC or a modern HDTV) it will look wrong on everything. If you draw them correctly for NTSC machines the graphics will look wrong on PAL systems, and if you draw them for PAL, they'll look wrong on NTSC. Also, if you draw them for 512x224 use they look wrong at 256x224. Certainly that's not going to encourage the use of non-standard modes is it? XD One thing that's also worth noting because it actually happened fairly often (see, Street Fighter 2 or the Lion King or any number of cross-platform releases) Mega Drive/Genesis displays have a different aspect ratio to SNES. 320x224 on NTSC, (which is not 1:1 - that would be 320x240), or, as I determined by measuring it, PAL which has a visible display area (measured from a real CRT) of 312x266.66 Yes. Once again PAL gets inevitable black bars. (you can tell these systems weren't designed by Europeans, or they'd support higher maximum output resolutions.) So what happens when you share graphics between SNES and Mega Drive games? Well, both systems exhibit the PAL/NTSC mismatch. (so it will inevitably look wrong on one or both of those) But... If the graphics were optimised for SNES using them on the Mega Drive will make everything look skinny and thin. If they were optimised for Mega Drive/Genesis, the SNES will make them look fat and wide. If they were optimised for 1:1 pixels, you'll find the SNES will make the pixels too wide. (the problem is worse on PAL than NTSC) Mega Drive pixels will generally be too tall. (because 1:1 is 320x240, while the NTSC Genesis outputs 320x224, which makes the pixels too tall. - Of course, the PAL system effectively is drawing to a 320x267 (or realistically if my practical tests are transferable, 312x267) screen, even if the maximum the system can output is 320x240. So PAL Mega Drive games end up with pixels that are too wide.) Pixel aspect ratio is the biggest graphical headache for the 16 bit consoles... But, if you optimise for it, things can look pretty good. (and a PAL optimised game can pull off some impressive extra tricks thanks to having nearly 3 times the DMA time per frame... That has big implications, even if it's a rarely used advantage - understandable though, since if you actually used it to it's fullest extent you'd struggle to get your game working on the NTSC machines... Which would... Not be good for sales. XD)
@drewsebastino2889
@drewsebastino2889 7 жыл бұрын
KuraIthys The pixel aspect ratio for an NTSC SNES is 8:7, not 7:6; divide 256 and 224 by 32. The problem with designing the graphics around 8:7 pixels is that Mode 7 calculations now need to take this into account along with things like object movement speed. Some CRTs that I've used are actually able to squash the picture, but even without it, I don't find it too bothersome.
@KorriTimigan
@KorriTimigan 7 жыл бұрын
Oh.
@Daniel15au
@Daniel15au 7 жыл бұрын
This is good content.
@chuckobscure
@chuckobscure 6 жыл бұрын
Sorry if you mentioned it in your post, I don't have an hour to read the whole thing. :P But doesn't the Genesis/Megadrive have superior resolution? (320x224) That's one of the reasons I prefer Sega lately, simply put, you can see more of the screen, which is very important. Many SNES games feel squished/cramped.
@drewsebastino2889
@drewsebastino2889 6 жыл бұрын
chuckobscure It does have a higher resolution. However, VRAM bandwidth is still about the same; the Genesis/Mega Drive has two 4bpp background layers, while the SNES has two 4bpp and one 2bpp background layers in mode 1 (the most commonly used mode).
@anactualmotherbear
@anactualmotherbear 7 жыл бұрын
Kirby 3 is a great example of why these games need to be played on a CRT television as it takes advantage of the way pixels get blended together on the screen.
@sonic2batt
@sonic2batt 5 жыл бұрын
So should we use CRT view on SNES classic?
@jama211
@jama211 5 жыл бұрын
@@sonic2batt It won't magically enable the properties of a CRT but it will look a little more genuine I guess
@CarbonRollerCaco
@CarbonRollerCaco 3 жыл бұрын
THE KIRBY 3 THING IS A MYTH. Some games used CRT blending, yes, but Kirby 3 does something different. The internal resolution is 512x224 with the main screen having no transparency and the sub screen having its transparency only in the even columns, with the two screens color math'd together and output as one 256x224 screen, resulting in the transparent parts being extra-faint. If the external resolution really were 512x224, you'd get vertical stripes with an S-Video or RGB cable, but you don't. The ones you see on emulators are an error resulting from not properly replicating the downsampling.
@BigOlSmellyFlashlight
@BigOlSmellyFlashlight 7 жыл бұрын
Im glad i was late for school today.
@BigOlSmellyFlashlight
@BigOlSmellyFlashlight 6 жыл бұрын
Geez louise i got 27 likes
@JohnJ-xm3fg
@JohnJ-xm3fg 6 жыл бұрын
Flashlight 28
@AnonymousFrogNG
@AnonymousFrogNG 5 жыл бұрын
You were so many years late, you've skipped your high school graduation.
@Kawa-oneechan
@Kawa-oneechan 7 жыл бұрын
Pseudo-hires translucency effects like in the Kirby example are actually not done by the color math functionality. Technically the SNES always runs at 512 pixels wide, but renders each pixel twice for 256-wide modes. In pseudo-hires, the 256 pixels of the main and subscreen are split across odd and even columns as a single 512-wide image, which the CRT then blurs together to give the effect of a 256-pixel wide image with translucency. See also the waterfalls in Sonic games on Genesis. To paraphrase the meme, "a pixel is a pixel. You can't shift it only by half."
@Kawa-oneechan
@Kawa-oneechan 6 жыл бұрын
Allow me to amend my statement: "See also the waterfalls in Sonic games on Genesis for a related, but differently-implemented effect."
@lucianothewindowsfan
@lucianothewindowsfan 4 жыл бұрын
This is because TVs at the time uses a lower resolution.
@CarbonRollerCaco
@CarbonRollerCaco 3 жыл бұрын
Then how could an SD CRT TV output a true 640-pixel width on the 32+-bit consoles? It seems like what's going on with Kirby's Dream Land 3 is that the _internal_ resolution is 512x224 but the _external_ resolution is 256x224, and the transparent parts on the subscreen are only rendered on its even columns, then the two screens are color math'd together as a single 256x224 screen. If it were REALLY a CRT effect, it'd disappear if an S-Video or RGB cable were used as opposed to an RF or composite cable, resulting in those vertical strips, but it doesn't. The vertical strips you see on emulators? An emulation error. The Sonic waterfalls are actually a composite video effect, though. They DO turn into vertical strips with an S-Video or RGB cable. Also, it's called an edit feature.
@inceptional
@inceptional 2 жыл бұрын
@@Kawa-oneechan Yeah, they're the "same" effect, except with literally half the amount of granularity on Genesis. So, really, the SNES faux transparency effect as seen in Kirby's Dreamland 3, which uses pseudo high-res mode, is technically way more impressive than the effect used in say Sonic to get those faux transparency waterfalls. You can visibly see the pixels on any of the faux transparency elements in Kirby's Dreamland 3 are literally twice a small as any regular game, and it makes the effect far more convincing. And that's the benefit of SNES high-resolution mode, or, more precisely, the pseudo high resolution mode that's actually being used in Kirby's Dreamland 3. You'll not find any waterfalls in a Sonic game that look as high resolution as the clouds do here (or any of faux transparency in the game): kzbin.info/www/bejne/goTNn6KvZs9_l5Y
@onffxiimanon
@onffxiimanon 7 жыл бұрын
I could watch and re-watch these SNES videos all day.
@MaxOakland
@MaxOakland 3 жыл бұрын
It would be cool to see how these different modes were used in games
@JustWasted3HoursHere
@JustWasted3HoursHere 7 жыл бұрын
I remember seeing demos on the Amiga where lo-res (320 to 384), hi-res (640 to 768) and super hi-res (1280 to 1536) are all on the screen at the same time, and not just vertically separated, but one within the other. Its video system was highly configurable.
@MaxOakland
@MaxOakland 3 жыл бұрын
That is one of the most amazing things about the amiga
@JustWasted3HoursHere
@JustWasted3HoursHere 3 жыл бұрын
@@MaxOakland Indeed.
@1e1001
@1e1001 5 жыл бұрын
2:58 that's a lot of pickles
@MrBillgonzo
@MrBillgonzo 7 жыл бұрын
I love that you are making this info accessible! Can't wait to hear about Mode 7
@CrucialMuzic
@CrucialMuzic 7 жыл бұрын
Your videos are always so informative. Quick and straight to the point. I love it!
@AdrianCastravete
@AdrianCastravete 7 жыл бұрын
Awesome explanation as always!!! :D
@asmallbabby4205
@asmallbabby4205 7 жыл бұрын
I don't really understand what psuedo 512 mode was for though.
@AdrianCastravete
@AdrianCastravete 7 жыл бұрын
Well I understand that in 512 pseudo mode you may be able to apply interesting effects due to rapidly alternating pictures of the screen and subscreen. And because of the way the SNES works graphically you don't really see a 512 wide image, but a 256 *upgraded* image, allowing you to use the layer twice-ish. In perspective, to achieve the same effect you'd need another higher priority layer. (If we're thinking of the water effect in the Kirby game).
@Domarius64
@Domarius64 7 жыл бұрын
I was super looking forward to a more fleshed out explanation of the other modes! Really wanted to see more examples of them in practice rather than talking about them.
@mrflamewars
@mrflamewars 7 жыл бұрын
I remember renting an SNES from blockbuster in the early 90s and being blown away by the parallax scrolling and giant bullet bill sprites in Super Mario World. Aside from the GOT DANG steel drums in the soundtrack for mario 3, I still like the allstars versions of the first three super mario games better too.
@1e1001
@1e1001 6 жыл бұрын
2:57 448x512 pickles
@dragonick2947
@dragonick2947 4 жыл бұрын
You missed a trick by not making Mode 7 the 7th video.
@robintst
@robintst 6 жыл бұрын
After you finish covering the SNES, I'd love to hear you cover the Atari 2600 and SEGA Genesis. The former was notoriously difficult to program for and the latter would just be nice to coincide with the SNES videos since they were on the market at the same time. Also because it's my favorite console. ^^;
@Nikku4211
@Nikku4211 6 жыл бұрын
And they should also do the PC Engine because it started the whole entire 4th generation of video games that the SNES and Mega Drive are also in.
@johneygd
@johneygd 4 жыл бұрын
@@Nikku4211 yep and the 4th generation console war started in 1987👍
@Jademalo
@Jademalo 7 жыл бұрын
Just out of curiosity - Are you going to do anything mentioning how the 4:3 aspect ratio of old TVs results in some weird results in terms of pixels and pixel art? Since 256x224 is an 8:7 aspect, pretty much every game ends up being stretched from square pixels when displayed on an actual TV. Some games have correction for this so squares are squares and circles are circles when displayed at 4:3, but other games such as Yoshi's Island end up stretched when displayed "properly" since the devs designed their circles as if square pixels were being used.
@KuraIthys
@KuraIthys 7 жыл бұрын
The pixel aspect of an NTSC machine is 7:6 (assuming you're not using one of the higher resolution modes) That of the PAL system is 25:18 (this results because regardless of what you get the system to output the PAL display has a visible area of about 267 lines. You get black bars no matter what.) Interestingly, 256x200 with a 25:18 pixel aspect maps perfectly to a 16:9 display. Not very useful for old games, but very good to know if you're working on a homebrew game in 2017... I've noticed quite a few games that don't draw their graphics properly, incidentally. (they assume pixels are square. Which they never are on a SNES. Or even a Mega Drive.) Of course, even if they're drawn taking into account the pixel aspect ratio, almost no game ever made has unique graphics for both PAL and NTSC, so one or the other (usually the PAL version) is inevitably completely wrong...
@Jademalo
@Jademalo 7 жыл бұрын
KuraIthys Yes, that's my point. Pixels aren't square when displayed on a standard TV, but most game art is designed with square pixels in mind. Not all, but most. Yoshi's Island, SMW, and ALTTP are all stretched slightly if you look at things that should be square. Interestingly with ALTTP, the triforce on the menu is properly corrected. The SNES Mini has a pixel perfect option to show what I mean.
@sasuke2910
@sasuke2910 7 жыл бұрын
Great video. Although, this would be a lot easier to follow if you had used scenes from common games, it'd really help understand the point of these modes.
@inceptional
@inceptional 2 жыл бұрын
He can only show you examples from games that actually used the high-res modes, and he did. Very few SNES games used this mode, and the two he showed are literally the only two that I am aware of that actually did so in-game. He did good.
@MagisterHamid
@MagisterHamid Жыл бұрын
@@inceptional there are actually several games using it but mainly for menus. A lot of RPGs for instance
@christopherhurley2570
@christopherhurley2570 7 жыл бұрын
These videos are great, need moar!
@Nikku4211
@Nikku4211 3 жыл бұрын
Actually, the SNES never uses square pixels. In NTSC: '1:1' is really '8:7'. '2:1' is really '16:7'. '1:2' is really '4:7'. In PAL: '1:1' is really closer to '11:8'. '2:1' is really closer to '11:4'. '1:2' is really closer to '11:16'.
@inceptional
@inceptional 2 жыл бұрын
So, technically, it doesn't have any fixed ratio for its pixels at all, and is in fact internally stretching them based on whatever the hell mode and display and format? The real question then should be what ratio the artists actually drew them in (both the literal pixels and just the actual ratio of the resolution). It seems playing most SNES games at 8:7 results in the correct proportions of everything in-game for the majority of titles of the system. And everything else just took that original art and stretched it out of proportion. This is literally testable and demonstrable, that the vast majority of SNES games were not pre-drawn with the inevitable stretch taken into account so as to avoid circles and squares looking incorrect at 4:3 output. So, yeah, I say draw your art at 1:1 (more than close enough a ratio to whatever the hell artists were seeing back then in whatever the hell art packages they were using) and let it be stretched on a 4:3 TV, just like the vast majority of real developers and artists making real SNES games did. If people want true authenticity then drawing art pre-squished visibly to then be re-stretched to fit and look proportionally correct at 4:3 output is the exception, not the rule. Your SNES pixel art is only ever going to look perfectly proportioned at one output ratio, and which ratio depends on your personal choice, but at least creating it for 8:7 will be FAR less hassle as pretty much every single modern art package has basically square pixels and pretty much every modern display outputs in basically square pixels.
@xXBlueSheepXx
@xXBlueSheepXx 7 жыл бұрын
This might be a dumb question but is this how the sky gradient in the first level of DKC works?
@electronash
@electronash 7 жыл бұрын
Blue Sheep 123 I expect the gradient is likely using HDMA, so it sets a different background colour on each scanline. This is very similar to how effects like gradients and "raster bars" were done on the Genesis / MD, and Amiga. ;)
@VoidDWG
@VoidDWG Жыл бұрын
These are super informative, but I wanted more explanation on audio work.
@soundspark
@soundspark 16 күн бұрын
I'm guessing PAL enables overscan mode by default because there are more vblank lines available per frame for graphics processing.
@cube2fox
@cube2fox 6 ай бұрын
It would have been cool if they had developed Super Mario World or Zelda AlttP in something like Interlace & High Res mode. It supports much fewer colors, but these games used unsually few colors anyway. Unlike most later games. On the other hand, cartridge space was limited in the early SNES days, so maybe they didn't have enough space for the necessary higher resolution graphic tiles / art.
@Logan_935
@Logan_935 4 жыл бұрын
I’ve tried so hard to replicate the raccoon tail 1-up sound glitch but I just can’t do it lol
@intron9
@intron9 6 ай бұрын
0:09 Dots are cool, I guess.
@Sebastian-xy3xk
@Sebastian-xy3xk 7 жыл бұрын
Lol, it was limiting to work with. ;-; I wish 480i modes were used more often during the 5th Gen when 3D gaming came. 240p when used with 3D graphics looks really bad and quite chunky. I would have traded 480i on the SNES and Genesis for 480i on 5th Gen if I could. 240p is amazing for Pixel Art though. ^-^
@Ali-fs7ze
@Ali-fs7ze 7 жыл бұрын
Dude, You REALLY need to make better thumbnail. I actually missed this video the first time I scrolled past it in my feed because my brain just filtered your messy thumbnail as random noise and ignored it. And that's a Huge shame because your videos are Amazing and Incredibly educational.
@spoonyliger8587
@spoonyliger8587 3 жыл бұрын
Trying to get Trials of Mana to display correctly during text boxes brought me here.
@TheLoveMario
@TheLoveMario 7 жыл бұрын
What game is the first image from?
@dbdist1
@dbdist1 7 жыл бұрын
The track is from RPM Racing; the menu is from Secret of Mana.
@GustavoValdiviesso
@GustavoValdiviesso 6 жыл бұрын
I read an article in a Brazilian game magazine stating that MK2 uses a high resolution/interlaced mode. Can anyone confirm that this is true?
@Alianger
@Alianger 4 жыл бұрын
Was RPM Racing the only one that used hi-res mode for "in-game" graphics (not menus or text boxes)? Is it true it severely limited the color palette?
@MaxwelThuThu
@MaxwelThuThu 4 жыл бұрын
About the colors, Mode 5 gives you 1 layer with 4bpp graphics (8 palettes, 16 colors each) and 1 layer with 2bpp graphics (8 palettes, 4 colors each). So, isn't that limited in colors. I would say that is a pretty underated mode.
@Alianger
@Alianger 4 жыл бұрын
@@MaxwelThuThu Then why aren't there games using it that are also more colorful than RPM Racing?
@MaxwelThuThu
@MaxwelThuThu 4 жыл бұрын
@@Alianger Because they don't want to use it :p Some menus of those games had more colors, like Seiken Densetsu 3 and Smash Tennis.
@Alianger
@Alianger 4 жыл бұрын
@@MaxwelThuThu I was talking about in-game, not menus. You make no sense, why would they not use it if it wasn't limited.
@MaxwelThuThu
@MaxwelThuThu 4 жыл бұрын
@@Alianger In-game or not, Mode 5 was used. It doesn't change a thing. Interlaced mode is kinda blury in movement, so it makes sense to not be used in-game. Also, that's why RPM Racing is so slow, faster than that the game would be way too blury. Sonic 2 on Genesis used for the splitscreen mode too, see in movement to understant what I mean. Also, RPM Racing actually uses more than 1 background palette in later levels. That ugly low color graphics was just bad design.
@johneygd
@johneygd 7 жыл бұрын
Well nintendo could,ve opted to use both odd & even fields to display a 256x240 image but that will mean that games can only run in 30fps and 25fps for pal regions,not only that but the image would,ve be viewed in letterbox in both pal & ntsc systems,trough but the tv will still interpret it as 480i. But the reason why nintendo opted to only use the odd or even fields for 240p content is because the tv then can refresh it 50 or 60 times per second,wich nintendo nicely called,,,double strike,,, and eventrough those blacklines were never programmed in those games,they are there due the crt limitations, because as far as i know,a crt tv cannot use half of both fields at 60fps ,unless am wrong,
@drewsebastino2889
@drewsebastino2889 7 жыл бұрын
Some CRTs were made capable of outputting 480p as opposed to 480i, but they had a fairly short life due to being phased out by HD plasma and LCD TVs.
@KuraIthys
@KuraIthys 7 жыл бұрын
Most late 90's PAL TV's can deal with 50 hz, 60 hz, and both 480p and 480i - NTSC playback was pretty common in Europe. Of course, European TV's were also some of the few made in that era where it was commonplace to have RGB input. (which the 16 bit consoles all support, but was basically only usable in Europe - in fact you can now get cables specifically for the Super Famicom which output RGB to the European scart standard) a 16 bit console outputting RGB looks quite a bit sharper than one using composite. (which is a mixed blessing though. Many games used dithering to fake transparency - this works great on composite, where it all blends together and actually looks transparent, but the illusion is completely broken when you use RGB...) There were also a bunch of Japanese TV's that supported higher resolution and progressive scan modes - mainly because they've had a HDTV standard of some kind since 1992... By the way did you know the Wii firmware supports high resolution output? as much as 1125 lines in fact. It does this because it supports a Japan-specific set of analogue HD signals. (these HD resolutions are only actually enabled on Japanese Wii's though.) Consoles were generally using a hack though. 240p shouldn't be possible, but in practice it works just fine... Except... Because it's a hack, modern HDTV's have a habit of choking on it... Unfortunate. I don't think running in 480i would have been a good idea back in the day though. and 256x240 in 480i would have been especially stupid. The '240p' hack has been used since the early 80's, and with good reason. Interlaced mode just plain sucks for computers without some serious filtering. But that kind of filtering wasn't practical until later on. (the Playstation and n64, sort of did it, but it wasn't until the PS2, Gamecube and Xbox that proper filtering to compensate for interlaced output actually worked decently.)
@noop9k
@noop9k 7 жыл бұрын
this is how all the game systems worked back then. tv always draws at the same rate and you only get to choose if you shift odd/even fields by one scanline or not. since that creates flicker with sharp computer-generated images, interlaced modes weren’t popular. btw, 480p is the standard VGA. output by PC videocard since late 80s, though standard VGA let you choose between 60 and 70Hz.
@audioman612
@audioman612 6 жыл бұрын
Actually, there are plenty of CRT's capable of 480p or better. My parents own an old Sony 1080i CRT. Also, many that are into retro gaming like professional CRT's (see Sony PVM's and BVM's, aka professional video monitors and broadcast video monitors). Many of these which didn't support HD, actually had higher line counts (such as 900). HD models came later. When you pair these professional displays with consoles outputting RGB (almost every revision of the SNES outputs RGB on the multi-out connector without needing to mod), you get an amazing image with no lag. Check out the RGB monitors page on RetroRGB for more info. You are correct though, in that consumer CRT's capable of 480p or better weren't around too long.
@inceptionalhypocrisy70
@inceptionalhypocrisy70 2 жыл бұрын
The snes resolution really was eye candy with those cropped and letterboxed screen displays to enhance the play field.
@inceptional
@inceptional 2 жыл бұрын
I don't understand the benefit of using interlace mode in Modes 0-4 if it's just the same image shifted slightly on each field? How is that better than having the same image drawn on both fields but without the shifting as it is in progressive mode? Surely not shimmering the image at all is better if the image is just the same on each field. I get it in true interlaced mode [448i] where it's actually an image at twice the vertical resolution, as in higher resolution, so that's a clear benefit at the cost of a lower framerate (true interlacing [480i] is only 30fp, right?), but not in normal interlaced mode.
@RGMechEx
@RGMechEx 2 жыл бұрын
You could implement something in software that alternates what gets drawn every other frame.
@inceptional
@inceptional 2 жыл бұрын
@@RGMechEx Ah, ok.
@inceptional
@inceptional 3 жыл бұрын
Can the interlace and/or high res modes be used on only a single background layer, or do you have to use them on all background layers once either/both of the modes are activated? And could you indeed use the interlaced mode across all background layers in say Mode 0? I mean, a SNES game running in Mode 0 in pseudo high-res mode with 4 full parallax layers actually sounds like it could look pretty frikin' awesome, assuming good management of the lower amount of colours on screen in this mode (but it's not much worse than Genesis colour limitations as far as I can tell, and actually still more colours across all the four background layers in total than Genesis can manage), so I don't get why no game that I know of has ever used this.
@RGMechEx
@RGMechEx 3 жыл бұрын
High-res and interlace mode is a global setting, so it applies to the entire screen at once.
@inceptional
@inceptional 2 жыл бұрын
@@RGMechEx OK, thanks. What cost does activating pseudo high-res mode have on performance if activated in Mode 0 with its four simultaneous background layers, and what changes to how I create/draw tiles needs to be made to accommodate using this mode correctly here?
@dunkinnatalie
@dunkinnatalie 7 жыл бұрын
Very informative! Thank you for the upload.
@ricarleite
@ricarleite 7 жыл бұрын
But this only applies to bacgkrounds, right? So objects are not taken into consideration when changing to interlace, or does it do automatically for backgrounds AND objects?
@randomcatdude
@randomcatdude 7 жыл бұрын
Probably just the backgrounds.
@drewsebastino2889
@drewsebastino2889 7 жыл бұрын
Objects are interlaced also.
@randomcatdude
@randomcatdude 7 жыл бұрын
Oh, okay.
@XBladenoJutsu
@XBladenoJutsu 7 жыл бұрын
Objects are unaffected by the high resolution modes, so they are stretched to fit the new screen size.
@randomcatdude
@randomcatdude 7 жыл бұрын
So they look the same?
@Chris-hi2hn
@Chris-hi2hn Ай бұрын
How does the super nintendo tell the tv that it should display in progressive or interlaced mode?🤔
@omgomgomgd
@omgomgomgd 7 жыл бұрын
complete breakdown of mode7 when?
@williamparks3728
@williamparks3728 6 жыл бұрын
When are you going to post the mode 7 part???
@MelroyvandenBerg
@MelroyvandenBerg 6 жыл бұрын
And how to enable higher res. in emulation software for SNES?
@RadioactiveRahSNG
@RadioactiveRahSNG 5 жыл бұрын
Melroy van den Berg most newer emulators like SNES9x has an option to add extra pixels at the bottom to take advantage of any higher resolutions, unfortunately you have to find PAL roms instead of NTSC and play them in 50hz instead of 60 because PAL got the highest resolution of any region...being the last to release the console, they got an added perk of 480p and extra pixels added at the bottom of their games. SMAS and SMW are two you can see a big difference on
@caracalkarting
@caracalkarting 7 жыл бұрын
do megadrive next
@johneygd
@johneygd 4 жыл бұрын
While the snes could only view 16 colors in mode 5 & 6, in such high resolution mode, but theres a way to get around that ,by using color blending beforehand to fake more colors on screen, another method is to use the HAM color trick to change & refresh colors on the fly to get virtually more colors on screen, and with that said, now i really really wich more games did take advantage of the high-res mode because it does look sooo much more crisper then 256 resolution mode, seriously once i saw the snes running in high-res mode, i was wondering if i was playing on a pplaystation instead, I don’t care about 256 colors on screen anymore ,now i want to have high-res graphics at 16 blended colors instead because 256 resolution on snes feels now outdated to me, so give me high-res games on snes right now!!! Haha 😊😊
@Sylocat
@Sylocat 3 жыл бұрын
Wait, you could do the HAM trick on the SNES?
@johneygd
@johneygd 3 жыл бұрын
@@Sylocat well i don’t see why not, unless theres a restriction against it,but don’t know, i readed that donkeykong country was supposed to use that scanline trick to allow virtually 2048 colors onscreen, but it eventually ended up just not having more then 256 colors onscreen atonce.
@Sylocat
@Sylocat 3 жыл бұрын
@@johneygd Modes 3 and 4 allow for 2048 colors by default. And Modes 5 and 6 allow for 120 colors onscreen at once, not 16. I think you've been misinformed somewhere.
@johneygd
@johneygd 3 жыл бұрын
@@Sylocat seriously ? I didn’t knew that, i always tout that the snes could only view max 256 colors onscreen ,mmmm.
@chuckobscure
@chuckobscure 6 жыл бұрын
Sega Genesis resolution ftw. (320x224)
@ScottBeebiWan
@ScottBeebiWan 7 жыл бұрын
BuT wHaT aBoUt PaRt FiVe
@proxy1035
@proxy1035 5 жыл бұрын
NTSC is literally a US only thing., so why not also include the more commonly used PAL system?
@truecatlover4751
@truecatlover4751 5 жыл бұрын
Proxy, NTSC is both Japan and US, PAL is Europe.
@KnuxMaster368
@KnuxMaster368 5 жыл бұрын
On a CRT THERE ARE NO PIXELS
@jama211
@jama211 5 жыл бұрын
I mean, if you want to be super technical about it, fine, but it's a perfectly acceptable model to use when discussing it.
@fedup7496
@fedup7496 7 жыл бұрын
Watching this was like porn. Actually, I think it was better.
@Kj16V
@Kj16V 7 жыл бұрын
I understood none of this. I just like the pretty colours.
@keiyakins
@keiyakins 5 жыл бұрын
A pixel is a pixel. You're conflating pixels with an actual screen size measurement, which is incredibly silly. Especially with CRTs.
@computercat8694
@computercat8694 6 жыл бұрын
A reminder that people are still waiting for a new video.
@aurathedraak7909
@aurathedraak7909 7 жыл бұрын
@bonkmaykr
@bonkmaykr 7 жыл бұрын
I am the 2,763rd person to see this video 😀
@docwhogr
@docwhogr 7 жыл бұрын
not accurate but acceptable
@Michael-yd9em
@Michael-yd9em 7 жыл бұрын
Hurray, I got first!
@darkerbit
@darkerbit 7 жыл бұрын
Second lol
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