Nova versão do emulador do Super Nintendo adiciona suporte para mode 7 em HD.

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Nova versão do emulador do Super Nintendo adiciona suporte para mode 7 em HD.

Mensagempor Sonymaster » Qui, 18 Abr 2019, 21:20

Impressionante o que fizeram com o emulador BSnes com esse sistema do Mode 7 em HD, ficou muito incrível.

Download aqui - > https://byuu.org/

Para funcionar você precisa das firmwares dos coprocessadores.

Download aqui -> https://www.caitsith2.com/snes/dsp/

São as ".rom" não as ".bin" coloque na pasta firmware do emulador, ative o hi res mode 7 nos settings e pronto.

dsp1.program.rom, dsp1.data.rom [Super Mario Kart, Pilotwings, etc]
dsp1b.program.rom, dsp1b.data.rom [Ballz 3D, etc]
dsp2.program.rom, dsp2.data.rom [Dungeon Master]
dsp3.program.rom, dsp3.data.rom [SD Gundam GX]
dsp4.program.rom, dsp4.data.rom [Top Gear 3000]
st010.program.rom, st010.data.rom [F1 Race of Champions II]
st011.program.rom, st011.data.rom [Hayazashi Nidan Morita Shougi]
st018.program.rom, st018.data.rom [Hayazashi Nidan Morita Shougi 2]

Games that made use of the SNES "Graphics Mode 7" used backgrounds that werecoded in the SNES memoryas a 128x128 grid of 256-color, 8x8 pixel tiles. That made for a 1024×1024 "map" that could be manipulated en masse by basic linear algebraaffine transformstorotate, scale, shear, and translatethe entire screen quickly [Update: The original version of this story misstated the tileset and resolution for Mode 7 backgrounds. Ars regrets the error].

Some Mode 7 games also made use of an additionalHDMA mode(Horizontal-blanking Direct Memory Access) to fake a "3D" plane that stretches off into the horizon. These games would essentially draw everyhorizontal scanlinein a single SDTV frame at a different scale, making pieces lower in the image appear "closer" than ones far away.

It'sa clever effect but one that can make the underlying map data look especially smeary and blob-like, especially for parts of the map that are "far away." This smearing is exacerbated by the SNES' matrix math implementation, which uses trigonometric lookup tables and rounding to cut down on the time needed to perform all that linear algebra on '90s-era consumer hardware. Translating those transformation results back to SNES-scale tiles and a 420p SD screen leads to some problems on the edges of objects, which can look lumpy and "off" by a pixel or two at certain points on the screen.

The HD Mode 7 mod fixes this problem by making use of modern computer hardware to perform its matrix math "at the output resolution," upscaling the original tiles before any transformations are done. This providesmore accurate underlying "sub-pixel" data, which lets the emulator effectively use the HD display and fill in some of the spaces between those "boxy" scaled-up pixels.

For those tilt-shifted HDMA Mode 7 games, the HD mod also eliminates "some limitations of the integer math used by the SNES... by more aggressive averaging," DerKoun says. This gets rid of those rounding errors from the actual SNES hardware, straightening out lines and positioning tilted background tiles more accurately.


Fonte: Seganet

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Sega x Nintendo
Jogador de Videogame das décadas de 1980 e 1990.
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Mensagempor ari789 » Sáb, 20 Abr 2019, 09:00

Sempre ficava com pé atrás em jogos com Mode7 por serem bem pixelados nos emuladores, isso finalmente foi corrigido, F-Zero tá lindão assim :affraid:
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