What’s the brightness fix you speak of and what does it do?
I never had an original Game Boy - just the Pocket and Color - but I was wondering: For games made before 1996’s Pocket debut (or even 1998 and the Color), were artists intentionally designing background elements around the dot matrix of the DMG? Was impressed by Trip World’s backdrops and how well they blend in - but only using Nintendo’s DMG VC filter.
With the graphics displayed “raw” the background elements stick out too much.
It’s an interesting question for sure. I don’t have much attachment to the original display though. It was always a bit grating on my eyes.
It’s actually a ghosting fix (I wrote brightness by mistake).
1 chip SNES consoles have a horizontal ghosting issue (it’s really obvious on white backgrounds), voultar found that c11 was the culprit and that by replacing it with a higher value capacitor completely solved the problem
Hi, on my Sony Trinitron KV-14LT1B, first N64 with RCA.
Super Mario 64 Shindou Edition :
F-Zero X :
Then Gradius 2 on Saturn, RGB :
Love me some gradius. The colors seem a bit oversaturated though.
Turn down the colour ! The red is eye watering, other than that looks good. I have one of those models too, I think.
It’s sometimes hard to tell from off-screen shots, but yea, that does look a bit over-saturated on the reds.
The king of fighters series has some of the best hand drawn 2d background artwork that just keeps me Comming back.
Trinitron with Scart???
You might like the 3DS VC’s implementation, even the optional motion blur is subtle enough that it doesn’t grate.
The shades of green are the pixels flashing at different speeds. The dmg green screen had a lot of latency, slow updating, so the the effect was very pleasing.
Rendering this “raw” as different solid greys misses the point.
It is good - was playing Belmont’s Revenge on a GB Pocket last year and the background elements appeared visibly in the distance, so to speak. Was disappointing that M2 didn’t try to recreate that with their dot matrix filter in Castlevania Anniversary Collection.
Speaking of the flickering, this was an interesting read: Nerdly Pleasures: Screen Persistence and the GBA - LCD Abuse
With original hardware, flicker should not be perceptible by the human eye. Games that scroll the screen and maintain these effects may look a little shimmery. Even the GBA SP AGS-101 with a backlit screen really will not show flicker, nor will other official solutions with backlit screens that can play GBA games: the Nintendo DS, the Game Boy Micro and the Nintendo DS Lite. Even the 3DS Ambassador release of F-Zero: Maximum Velocity will not show a flickery course map.
KOF is one game that gets me sometimes.
I like the way the character style art is drawn, but unlike the capcom fighters, neo-geo is almost always 320x224. Depending on the display, they either look exceptionally good, or far too pixelated for sharper displays.
I’ve had to deal with two methods to make the games look appealing. Either turn the H sharpness down considerably, or use the ossc’s cross scanline function to show the game with a lower screen line count.
This is true. Displaying a pixel doubled raw 320x224 output to my display looks jarring to say the least. I don’t really have the space or time to haul my neo geo mvs, carts, supergun out of storage every time these days, so emulation has to do. Thankfully retroarch provides the tv-out-tweaks shader which does exactly what you describe (kind off). It samples a framebuffer and gives it a line by line analog signal treatment, so you can vary the horizontal sharpess. on my 640 display I usually set it to 320 or 384 depending on the game. 320 gives it a slightly softer look. For a lot of 8bit titles a value of 256 looks better (nes games). This actually perfectly approximates what it looks like on a CRT. I’m planning to incorporate my MVS board into a bartop at some point in the future, and I really hope one of the hardware scalers processes the image/signal in the same way.
Great looking game. I have to give this a playthrough some time. On an unrelated note, Would you be willing to make a large anonymous donation to the fund for starving children without JVC crt’s by any chance?
Darkstalkers on Astro City
This series is the pinnacle of arcade sprites and animation. I focused solely on Victor and solely on the first game.
Just amazing the amount of work that had to go into this game. If you’ve never seen any of the games in motion, do yourself a favor and fire up MAME.
Bangaio looks interesting, does it output 320 x 240 still like the N64 version?