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Messages - Galron

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The only reason I could see going with it is if someone wanted it for 'better battery life'.... But that's a marginal difference. DE is simply better in most ways.

Just one of many reasons why DE kicks Everdrive's butt...

FXPAK (SD2SNES) / SPC1770 core/Mister and SD2SNES
« on: August 07, 2021, 02:51 AM »
Has anyone attempted to import the SPC1770 core into a FXPak Pro firmware fork?

EverDrive GB / Re: Transfer Pak
« on: June 20, 2021, 03:07 AM »
Eitherway you still lose screen space. Some will be cropped off...

EverDrive GB / Re: Transfer Pak
« on: June 20, 2021, 02:42 AM »
This is me cutting off the overscan to better match psoition being shown in both...

ONe can see its cutting off a section of the bottom of the screen, possilby some 'zooming' in but this could just me unable to get exact scale between the two photos.

EverDrive GB / Re: Transfer Pak
« on: June 20, 2021, 02:39 AM »
Here is comparison image for Final Fight SNES, vs emulator version... SNESAdvance on left, and regujlar sceen on right. If you are walking at the bottom fo the screen at the south edge of the road, the charactesr legs get cut off.. If you wlk to the north part of the street/sidewalk then the HUD gets cutt off...

Other weird odity is that you are seeing graphics in the overscan zone, that you wouldn't necessairly see on the TV.... See the bricks above the HUD? Whereas on SNES hud is right up to the edge of the screen.

So basically you can only see roughly 50% of the screen at any given time.... You can't fit a square into a rectangle and keep the original sprites size, without cropping them, or squishing the artwork. I'll send a picture of what squising looks like as a mode in SNES DS emulator.

EverDrive GB / Re: Transfer Pak
« on: June 20, 2021, 12:06 AM »
Roms also work on the Ezflash Omega DE just as well. Same functionality... since SNES advance is only making a 'rom' and converting emulation into it, and formating and sectioning and cropping off sections of the graphics.

EverDrive 64 / Re: Yakouchuu II N64 Translation
« on: June 19, 2021, 01:26 AM »

In my opinion you should also write the parrot  speeches in UPPERCASE letters because this is how robot speeches usualy get translated in english which i am pretty sure is instead written in katakana in japanese.

Regarding the ship deck name i would maybe write between parenthesis the technical name e.g second sub deck ( Orlop deck).

These are just my opinions and i have zero experience in translating from japanese so they mostly come from visual novels i have read in english and I had the original script to compare it with.

I like it when official third party translators/porting groups 'highlight' a hard to understand word and load up a glossary to 'click' on, that brings up a pop up that explains the meaning. But that requires adding features that didn't exist in the original versions. Probably too much work for a fan translation...

EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 08:29 AM »
Give me examples of what is converted and I can show you what was 'cut', zoomed in on, squished, etc. The converter program only works with a handful of games anyways, and its not easy to understand the various settings. Some of it does appear to be related to 'scale' and placement, and how it 'autoscrolls' on an object.

I mean its like trying to fit a rectangle into a square hole... SNES was 'square' and GBA only has "rectangle" half the size. You cant put one into the other without some of it being 'overscanned'... into regions you can't see...Or alternatively 'smooshed' and forced to fit vertically into the same space...

EverDrive 64 / Re: Inconsistent saving for Paper Mario
« on: June 18, 2021, 07:28 AM »
Lee anything knew being added to X7 via firmware, that might make it worth upgrading and replacing from 3.0?

EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 04:27 AM »
Also doesn't seem that SNES Advance even bothered to 'smoosh' the screens (something DSTwo Plus SNES emulator could do in its Mode 0, noticieable with the circular mario coin in the intro of All-Stars, or in Zelda: LTTP if one isn't careful).  The SNES Advance emulator simply cropped the top and bottom of the screens, with some minor 'autoscroll' to keep action focused on main sprite on the screen.

Cropping in middle is something DSTwo+ snes emulator can handle in third mode visual mode.

But cropping cerntainlly removes parts of the artwork like in the case of SMASH TV (see the top of charactersa heads, and their missing feet)

This will better show how much was cropped....

Notice it crops off the HUD section too (just below that statue's knee)!, and half the road... Perhaps some slight squishing too going on (although I can't get exact scale between both photos)...

As for your example of Batman Returns... It's highly cropped...

It crops out part of the lower part of the screen, and it crops out the dead space 'black line' at the top (the game has a kind of 'wide screen' like look to it, and that part is cropped out) down to the knee of the statue... Of course lots of other missing materials in the screenshot like well the road graphics, the HUD, and foreground fence...

This will better show how much was cropped....

Notice it crops off much of the HUD's area too!, and half the road... Perhaps some slight squishing too going on (notice that the stairs look to be a little shorter in the emulator than in the SNES screenshot, although I can't get exact scale between both photos, so it might just be a fluke)...

The road graphic may be missing in the emulator because it appears to be a mode-7 element, and emulator might not be able to handle most or all Mode 7's features. The foreground fence is tied to one of the other 'Mode' and its abilities to do layers which also seems to be missing from the emulator's compatibility.

EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 01:08 AM »
If you are talking about emulators it all depends On mode you are set to... either zoomed in on a portion of the screen or it’s squishing the horizontal lines together vertically. It is physically impossible to display
240 or 224 lines into 160 line space, without loss of visual information.

One way you can tell 'squishing is taking place' is looking for games that are supposed to display a complete circle on screen. It will look like a vertically smashed ovoid. This can be seen in the Mario All-Stars introduction "Coin" for example. If something that's supposed to be a perfect "triangle" looks like its smashed that's another sign that graphics have been smooshed, some way... Legend of Zelda has the 3D triangles in the title screen for example on a screen where its properly displayed and 'stretched' to right 4:3 it will display as perfectly equidistant triangles. But because emulator on GBA or DS neither 'stretches into true 4:3' while at same time squishing the graphics vertically, it ends up making the 3d trinagles and tiatle screen look 'too tal'... Meanwhile a trifroce dispayed in the cutscene that tells the backstory of LTTP, looks 'too squished'... It should be both 'taller' and compensate for 4:3 (which emulation or the much smaller GBA and DS screens doesn't allow for).

EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 11:08 PM »
They would have to squash or cut the screen at least. If the game doesn't use the whole generated video area, cutting it off might not hurt anything.
The SNES can use "windows" to crop the screen on all sides and still have scrolling work. Shadowrun seems to do something like this.

Batman was the only game that did that stuff like the Final Fight series is frame by frame the way the SNES showed it same goes for any other game only the modified ones done by the developers would change stuff by making sprites too big and making the map become a small map grid that is impossible to make out what is going on.

Nah you gotta look much closer, sometimes they cut off lines from the top of the screen or lines from the bottom of the screen or both, while changing and moving the huds around. It's impossible to have 1:1 graphics without zooming in at least one part of the screen in someway or redoing artwork or the screen to get around missing parts....

Additionally different resolutions caused other issuers in games, like Ace Attorney series going from GBA to to DS meant there was extra space around edgers of the artwork so they actually drew new background details to fill in the 'black space' and fit the new screen dimensions of the DS

It's also very easy to see the difference they did with Final Fight... It zooms heavily in on the character, and the game scrolls both up and down in relation to where he is on the screen, where as in the original there is no up and down scrolling and you simply see the entire "street" (area you can move around), and the background on the same screen. The hud has been changed and moved around to compensate, for the fact that not everything is viewable on screen at once, unlike the original.

Here are comparison videos for 48 of the ports (most of the time its 'zoom and crop'):

EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 11:05 PM »
They would have to squash or cut the screen at least. If the game doesn't use the whole generated video area, cutting it off might not hurt anything.
The SNES can use "windows" to crop the screen on all sides and still have scrolling work. Shadowrun seems to do something like this.

Ya, the classic series (famicom or nes) either squish the screen but also realign the huds and all terxt overlay with font that's cleaner and easier to read on the system, or more generally they  'cut' off the top half of the screen, and move the HUDs down so that they will show up in the display, at the top of the gba'S display.

Take one example Super Mario Bros, shaves off the blue space above the HUD, but also shaves off an inch from the bottom too, that generally just one row of blocks, which doesn't affect gameplay.

LOZ seems to do a number of things. First it cuts off the bottom of ther display, again largely just a row blocks. Link will also be cut off if he walks to lower part of the room to move into another. This doesn't really affect gameplay at all. Secondly the hud seems to be modified and squished itself (this continues into the menu if you lower it, which all seems more squished), but main playfield area doesn't appear to be squished. Link's sprite seems to be consistant to how he looks on tv dispaly. The title screen, all elements seem to be more squished with some cut off from the bottom. There are some other changes like the copyright and dates.

Basically they are interesting 'romhacks' I doubt the emulator is doing much of the changes.

Now onto GBA gamers Super Mario Advance are ground up ports/remixes of the original game with additions, changes, and new content. They are more than just 'romhacks' of the original games or all stars. However they largely play mostly the same, in parciular Super Mario World and Super Mario Bros 3. The majority of these cut off parts of the screen either the top, bottom or even sides while moving the hud down to the 'new top' or in a new place altogether. Super Mario World almost completely changers terh HUD design and 'stretches' it across the screen in a different way. It's also placed at the very edge of the screen (on snes its about 1 inch down).  Take for example Yoshi's house the very first area in the game, you'll see that you can only see the green leaves of the treehouse and not the top of the tree. In the SNES version you see birds and smoke coming out of a fireplace stack at the top of the screen. There is a new command in which Mario or Luigi will look up, and you can press a button to make the game scroll up to see what's above or below you, to see those elements that are cut off...

This is what I consider 'zoom' in on an section of screen. It doesn't change the artwork but it avoids having to 'squish' anything too.... But you won't see everything you could have seen on the original version, without workarounds to move the screen around.

EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 02:19 PM »
Well also, SNES and NES also 'stretched' things natively too. Hence why modern Nintendo releases like SNES Mini and Nintendo Online classics have both square pixel mode, and a mode that better fits the original 4:3 display of the original systems as display options. Developers eitehr designed for the stretching by making artwork look normal when 'stretched' and unaturally vertically squished (they look gauntly taller) if in square pixel mode. While some designers didn't take it into account, and their character designs always looked weird on original tvs, but look better on square pixels for some reason. But that's fewer and far between.

Sega in north america had a wider resolution 320×224 (320x240 in PAL regions) without 'stretching' so actually looks more like wider screen when compared to snes in its native resolution.
the SNES can have a height of either 240 or 224 in normal modes

I think 240 was PAL regions displays, 224 was North American displays. Displaying 240 on NTSC would generally cut off those lines, unless it 'squished' vertically within the system itself (by developer's choice). This was a problem for most games of that era even into later systems  that relied on NTSC (N64, etc), even with higher resolutions, PAL always could handle more vertical dispaly than NTSC could handle. Especially a problem if you are trying to convert the games over from PAL to NTSC, as HUDs and other vital information is sometimes cut off..

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