The original zsnes was the first emulator I ever used, I had to have been 9 or 10 years old. I credit it with opening my eyes to how amazing computers were and how they could "do anything",...
The original zsnes was the first emulator I ever used, I had to have been 9 or 10 years old. I credit it with opening my eyes to how amazing computers were and how they could "do anything", creating a life-long love and a career in programming.
Very curious about how widescreen hacks might work in sprite based games. Would it be the same method that 3d console emulators use? Also, that "snow" that shows up over ZSNES' pixel font menu is...
Very curious about how widescreen hacks might work in sprite based games. Would it be the same method that 3d console emulators use?
Also, that "snow" that shows up over ZSNES' pixel font menu is absolutely a core memory for me.
"Everything changed on that day . . . That day when it snowed."
At the 20sec mark of the trailer that moocow linked, you can see what's really going on. Even on the F-Zero bit afterwards where they're demonstrating Mode 7, you can see it, too. Where there's an...
At the 20sec mark of the trailer that moocow linked, you can see what's really going on. Even on the F-Zero bit afterwards where they're demonstrating Mode 7, you can see it, too. Where there's an invisible edge before the actual edge of the screen. When sprites hit that invisible edge, they disappear.
Maybe it's in the video, but I'll wonder out loud about whether that only works for games with scrolling/defined horizon backgrounds, or if an overworld map in an RPG or a platform level that's...
Maybe it's in the video, but I'll wonder out loud about whether that only works for games with scrolling/defined horizon backgrounds, or if an overworld map in an RPG or a platform level that's realized but not rendered would work.
Trailer:
https://youtu.be/ARHSvJ87z9A
The original zsnes was the first emulator I ever used, I had to have been 9 or 10 years old. I credit it with opening my eyes to how amazing computers were and how they could "do anything", creating a life-long love and a career in programming.
Yeah it was amazing what it could do on even a 200mhz Pentium.
I'm a bit confused why they chose to go with Unity engine for the new release.
Very curious about how widescreen hacks might work in sprite based games. Would it be the same method that 3d console emulators use?
Also, that "snow" that shows up over ZSNES' pixel font menu is absolutely a core memory for me.
"Everything changed on that day . . . That day when it snowed."
At the 20sec mark of the trailer that moocow linked, you can see what's really going on. Even on the F-Zero bit afterwards where they're demonstrating Mode 7, you can see it, too. Where there's an invisible edge before the actual edge of the screen. When sprites hit that invisible edge, they disappear.
Maybe it's in the video, but I'll wonder out loud about whether that only works for games with scrolling/defined horizon backgrounds, or if an overworld map in an RPG or a platform level that's realized but not rendered would work.