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.
Modern Vintage Gamer did a video/interview? on Super ZSNES just recently. Shows off the features as well as discusses some of the the tech behind it and also the mod tools being developed. ZSNES...
Modern Vintage Gamer did a video/interview? on Super ZSNES just recently. Shows off the features as well as discusses some of the the tech behind it and also the mod tools being developed.
ZSNES was a core part of my childhood, from the moment my friend showed it running under DOS and explained it did better than it did under Windows because... Windows. I pretty much made sure I installed it on every computer I had access to cuz it was small and I could play so many games with it. I'm pretty certain I had the emulator + like five essential games (Chrono Trigger, FF6, Super Mario World, Bahamut Lagoon, and MarioRPG, if I had to guess) in a compressed archive on a floppy disk somewhere that went everywhere with me.
Unity engine is still a weird choice to me - maybe because so much is done in GPU as opposed to the original that was mostly CPU? Also hoping they don't keep Arial as the default font (I think that's what Unity sets as a default?) and either let you pick other fonts or use the original pixel font cuz Arial is just ... There's a place for it and this ain't it.
I also don't know why MVG says it's only available on Windows, Mac, and Android when there's a Linux build available on the main page unless it wasn't available at the time of publication.
Oh ok that's awesome then! Wonder if they saw there was a lot more demand for Linux gaming since the original release and quickly spun up a pipeline for unity.
Oh ok that's awesome then! Wonder if they saw there was a lot more demand for Linux gaming since the original release and quickly spun up a pipeline for unity.
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.
The trailer says something like "7 games enhanced" so it's doing game-specific hacks, workarounds, or patches to get it looking like that. Rendering more of the map than the game otherwise would....
The trailer says something like "7 games enhanced" so it's doing game-specific hacks, workarounds, or patches to get it looking like that. Rendering more of the map than the game otherwise would. It doesn't appear to be a general widescreen feature for every game you can throw at it.
... And I'd wonder whether that background expansion would even be possible with sprites and bitmaps as opposed to rendering geometry that lives just outside of the boundary. Personally, I can't...
... And I'd wonder whether that background expansion would even be possible with sprites and bitmaps as opposed to rendering geometry that lives just outside of the boundary. Personally, I can't imagine a way to do it.
Their video seems to show them applying widescreen to BG1. This guy makes a SNES game and describes how, relevant bit around 16:30 provides a visual of how it might work....
Their video seems to show them applying widescreen to BG1. This guy makes a SNES game and describes how, relevant bit around 16:30 provides a visual of how it might work.
I think the new ZSNES is basically showing more of the BG1 tilemap if that game has already loaded it up, I'm guessing that's what they mean with if the game supports it.
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.
Same, same and same. I don't know if I need this or if there is any real benefit, but it's always cool when someone works on SNES emulation.
Modern Vintage Gamer did a video/interview? on Super ZSNES just recently. Shows off the features as well as discusses some of the the tech behind it and also the mod tools being developed.
ZSNES was a core part of my childhood, from the moment my friend showed it running under DOS and explained it did better than it did under Windows because... Windows. I pretty much made sure I installed it on every computer I had access to cuz it was small and I could play so many games with it. I'm pretty certain I had the emulator + like five essential games (Chrono Trigger, FF6, Super Mario World, Bahamut Lagoon, and MarioRPG, if I had to guess) in a compressed archive on a floppy disk somewhere that went everywhere with me.
Unity engine is still a weird choice to me - maybe because so much is done in GPU as opposed to the original that was mostly CPU? Also hoping they don't keep Arial as the default font (I think that's what Unity sets as a default?) and either let you pick other fonts or use the original pixel font cuz Arial is just ... There's a place for it and this ain't it.
I also don't know why MVG says it's only available on Windows, Mac, and Android when there's a Linux build available on the main page unless it wasn't available at the time of publication.
The Linux build does seem to be a new addition, it wasn't there last time I checked the page
Oh ok that's awesome then! Wonder if they saw there was a lot more demand for Linux gaming since the original release and quickly spun up a pipeline for unity.
Trailer:
https://youtu.be/ARHSvJ87z9A
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.
The trailer says something like "7 games enhanced" so it's doing game-specific hacks, workarounds, or patches to get it looking like that. Rendering more of the map than the game otherwise would. It doesn't appear to be a general widescreen feature for every game you can throw at it.
... And I'd wonder whether that background expansion would even be possible with sprites and bitmaps as opposed to rendering geometry that lives just outside of the boundary. Personally, I can't imagine a way to do it.
Their video seems to show them applying widescreen to BG1. This guy makes a SNES game and describes how, relevant bit around 16:30 provides a visual of how it might work.
https://youtu.be/kYLJLJkVfLk?t=987
Additional context
https://snes.nesdev.org/wiki/Backgrounds
I think the new ZSNES is basically showing more of the BG1 tilemap if that game has already loaded it up, I'm guessing that's what they mean with if the game supports it.