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Screeen resolution hacks
paul_met - Oct 13, 2015

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 Ardiloso Jun 23, 2019

paul_met said:

Oh, must be. Thank you, I will keep the battles in 4:3 then.

 TrekkiesUnite118 Jun 23, 2019
The battle backgrounds are 512x512. So it may be that in 16:9 the camera moves beyond that. To fix it would probably involve changing each battle background to be a higher resolution with more on all four sides.

 paul_met Jun 24, 2019
Some progress with Shining Holy Ark (the same engine as the Shining Force 3):

 Ardiloso Aug 7, 2019
@paul_met... I have this Grandia issue to report from several weeks ago, just forgot to post.
There is a screen issue when Justin is leaving New Parm in the ship. The background isn't stretched so the scene looks funny, notice the squares on the sides:


Since I'm playing on real hardware, I don't have means to provide a save game.

 paul_met Aug 7, 2019

Ardiloso said:

It looks like the background has a limited size (no scrolling). Therefore, the rest of the screen space is filled with garbage.

 vbt Aug 7, 2019
maybe there is a way to repeat the picture with the layer setup (you know the 4 planes address)

 TrekkiesUnite118 Aug 7, 2019

paul_met said:


Yeah, that's most likely exactly it. The game was made with 4:3 in mind so the assets probably aren't big enough for it.


vbt said:


If that can fix it without requiring updated assets that might also work for the battle backgrounds.

 vbt Aug 7, 2019

TrekkiesUnite118 said:

it won't be perfect, but it can do the job, otherwise, it would be adding some hacking lines and update bg scaling on X without modifying the assets.

 Esppiral Aug 13, 2019
Widescreen Patch for Virtua FIghter Kids (USA and PAL))




 Ardiloso Aug 13, 2019
Neat. Now we have all the major 3D fighters covered.

 smokemonster Apr 8, 2020
These are incredible hacks, thanks for building them, Paul.

Have you looked at Castlevania SOTN? I wonder if any of its notorious video issues could be addressed?

 TrekkiesUnite118 Apr 9, 2020
So here's one I noticed with Megaman X3:

Normally the game runs like this:


This is because the SNES runs at 256x224. Since the Saturn doesn't support this it runs in a window. However if you disable NBG0 you get this:



The game doesn't update and draw new tiles until they're just before the window. However it will still draw in the area beyond the window if the data has already been loaded in. In this shot I walked forward a bit then backtracked:



With NBG0 re-enabled for comparison:


I'd imagine removing the border and extending the window it draws in would be a rather easy thing to fix for someone with more knowledge with this sort of thing.

 paul_met Apr 9, 2020

smokemonster said:

Yes, I looked Castlevania SOTN for Saturn a long time ago. There you can increase the horizontal resolution of the screen to 352 pixels, but it will be useless in rooms without scrolling the screen. The game was ported from PS1 and optimized for a horizontal resolution of 256 pixels. It is necessary to expand the tile maps of all rooms without scrolling the screen (and there are quite a lot of them). In addition, another problem is all tile maps are packaged.

 Ardiloso Apr 9, 2020
Funny how I was thinking just the other day about Megaman X3, would be amazing this game to be free from those stupid pillarboxes.

Have anyone took a look at Daytona USA? It has terrible thick black bars on top and bottom of the screen.

 TrekkiesUnite118 Apr 9, 2020

paul_met said:


The other issue with SotN is that all the graphics have been pre-scaled so they fill the 320x224 screen resolution. So if you're hoping to get the game to look nicer by trying to get the game to run in a 256x224 window that wont work. The graphics would need to be replaced with their original unscaled versions.

 paul_met Apr 10, 2020

TrekkiesUnite118 said:

I know about it. Therefore, I think the version of the game for Saturn is flawed. I honestly don’t want to mess with It anymore.

 TrekkiesUnite118 Apr 10, 2020

paul_met said:


I think there might be a few tools out there for the PS1 version that allow viewing and editing the level layouts and graphics. I'm not sure what kind of effort would be required to get them to be compatible with the Saturn version though.

 Ardiloso Apr 11, 2020
Anyone have patches for Sega Rally, Virtua Fighter 2 and the Virtua Cop games?

Also, @paul_met... can you please provide NTSC patches for the games you've made PAL patches only? I think most of the people have NTSC discs.
I ripped my Panzer Dragoon disc just to discover your patch is PAL only and I can't find a single PAL download.

 Ardiloso Apr 11, 2020
I'm double posting to report a bug with Fighters Megamix.
On the second round, the screen does a slight zoom in after the annoucer says "Ready".
Also, anytime there are many camera rotations, the screen will go crazy and lost focus, resulting in the captures below and if you win, the camera will not track your fighter.

 paul_met Apr 12, 2020

Ardiloso said:

I made patches for the games in the region that I had available.
Here you can find disk images of any regions.
-------------------------------

Ardiloso said:

Unfortunately, possible bugs are a fee for using such hacks. The game was not originally designed for a wide screen, so the consequences of hacks may occur.

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