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/vr/ - Retro Games


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File: 36 KB, 700x277, 14001346425_41b6ae33aa_o.png [View same] [iqdb] [saucenao] [google]
4988370 No.4988370 [Reply] [Original]

Did any games actually account for the 4:3 stretch on NES/SNES?

>> No.4988374

Looks like neither on my end, OP.

>> No.4988437

You know, just because CRTs are physically 4:3, they usually came pre-adjusted with much greater vertical overscan than horizontal - and could be further adjusted if a user wanted particular proportions i.e. perfectly round circles.

>> No.4988457

>>4988437
yeah right. typical boomer revisionism

>> No.4988468
File: 308 KB, 640x928, 1474849599201.png [View same] [iqdb] [saucenao] [google]
4988468

>>4988370
it differed per dev
welcome to snes accuracy hell

>> No.4988516

>>4988370
>>4988468
Yeah no shit. I usually try without stretching first, and if it looks bad/wrong then I go with 4:3.

Same goes for the PSX games. Thankfully Genesis and Saturn were always 320x240.

>> No.4988520

>>4988437
>just zoom in lmao it looks okay
kys old man

>> No.4988609

yea aint u seen the NES games that have a little black bar on the left to account for the 7:8 aspect ratio

>> No.4988632

>>4988370
Some did and some didn't.
Not just the NES/SNES. Even as late as the N64 this manifested.

CPS2 games did account for the game to be stretched by displays.
Other than that, it's up to taste. Developers don't care as much.

>> No.4988638
File: 184 KB, 1200x1034, Misty.jpg [View same] [iqdb] [saucenao] [google]
4988638

>>4988370

Here's to (you)
https://youtu.be/ssluTgfkdlg

>> No.4988656

>>4988370
Yes, they all did. You're the one not accounting for overscan.

>> No.4988659

>>4988638
u made a nigga wanna play super mario world

>> No.4988741
File: 109 KB, 852x1136, BuXHVuQCIAILZKy.jpg [View same] [iqdb] [saucenao] [google]
4988741

>>4988632
>CPS2 games did account for the game to be stretched by displays.
The CPS systems were a rather extreme example of difference in storage aspect ratio vs display aspect ratio, so they more or less had to. Here's a glimpse at some graph paper they used to draw sprite lineart on. Note that all the cels representing pixels and tiles are rectangular.

>> No.4988742

>>4988370
Some did, some didn't. We have this thread at least once a month.

>> No.4988753

>>4988370
But what would the right look like through curved glass?

>> No.4988837

I don't understand, why do games get made that don't match the aspect ratio of their intended monitors? Doesn't that just make sense to match up, especially if it's only going to be played on one kind of monitor/resolution, or if you pretty much know the TVs being used? It's not as if there were widescreen TVs to account for in addition to full screen ones like in the 2000s.

>> No.4988845

>>4988437
pixels on a CRT are not square

>> No.4988857
File: 1.41 MB, 2128x2850, 1488973791868.png [View same] [iqdb] [saucenao] [google]
4988857

Capcom seemed to care

>> No.4988858

>>4988857
Capcom is based. What else is new?

>> No.4988862

>>4988742
I've been here for 2 years and never saw it.

>> No.4989542

>>4988862
Probably because you are a newfag

>> No.4989551

>>4988457
After 12 years on these dumb ass image boards, this “boomer” meme must be the most idiotic and obnoxious thing I’ve ever seen. I blame moot for everything.

>> No.4989643

>>4988638
I like round tits

>> No.4989661 [DELETED] 

OP’s pic is wrong

NES and SNES games had a full-frame resolution of 280 x 240, so the storage aspect ratio (SAR) is actually 7:6, not 8:7.

The latter figure is the pixel aspect ratio (PAR), which is just the number needed the transform the picture from the original SAR to the correct 4:3 display aspect ratio (DAR).

>> No.4989701
File: 27 KB, 480x519, miss_moot.jpg [View same] [iqdb] [saucenao] [google]
4989701

>>4989551
>t. boomer

>> No.4989741

>>4988370
SPAM
>>4988457
how are you this mentally disabled and still able to function? babbage is right, moron.

>> No.4989743

>>4989551
sooner this board gets ID and flags, the less cancerous it'll become. the same fagging and shitposters will disappear.

>> No.4989756

>>4989741
gramps pls stop samefagging, it's too obvious

>> No.4990635

>>4988516
I thought Genesis had varying resolutions too, like the 256x224 here >>4988857

>> No.4990640 [DELETED] 

>>4989551

(((moot))) is with (((them)))

>> No.4990645

>>4989743
Truth

>> No.4990690
File: 1.83 MB, 3264x2448, as god intended.jpg [View same] [iqdb] [saucenao] [google]
4990690

>>4988845
If it's a 500 line aperture grille screen, its pixels will be relatively square - precisely square if adjusted to be.

>> No.4990751

>>4989551
>moot
Who?

>> No.4990768

>>4990751
The 9gag founder.

>> No.4990779

>>4989551
moot was a cutie though

>> No.4990792

>>4990635
Yeah, not all Genesis games are 320x240. Shining Force 1 and 2 look a bit odd when stretched to 4:3.

>> No.4991919

>>4990779
and a great actress in True Lies

>> No.4992261
File: 45 KB, 640x399, Lighthouse_Keeper-1.png [View same] [iqdb] [saucenao] [google]
4992261

>>4988437
>>4990690
Oh Cabbage Pants, you old trickster you.

>> No.4992404

>>4988638
the nose piercing utterly ruins it

>> No.4992407
File: 365 KB, 1510x1986, snesresolution.png [View same] [iqdb] [saucenao] [google]
4992407

Pretty sure that many of the earlier SNES games didn't take the systems native resolution into account when porting games over to it. Look at this Mortal Kombat 1 comparison for example.

Quite a large number of early SNES games had this issue.

For Mortal Kombat 2, the developers had to make the sprites skinnier for the SNES port, just so they could be closer to the Genesis sprites. Earthworm Jim 2 on the SNES also made the sprites skinner for the same reason, while the sprites in EWJ1 on the SNES are the same pixel resolution as the Genesis game.

>> No.4992456
File: 96 KB, 779x725, Toystory16bit.png [View same] [iqdb] [saucenao] [google]
4992456

>>4992407

Here's a comparison of the cutscenes in Toy Story for the 16bit consoles. Traveller's Tales actually took the different aspect rations into account for the SNES port. Some of the cutscenes in the Genesis game are actually higher colour as well, as the developer uses the highlight and shadow trick in the hardware to get more colours on screen.

>> No.4992461

>>4990635
>I thought Genesis had varying resolutions too, like the 256x224 here

Capcom used the Genesis/ Mega Drive's 256x224 resolution mode just so they could reuse all the art assets from the SNES game for the Genesis port.

In some cases like Shining Force, the developers went with a lower resolution just so they could cram more art assets into the cartridge.

>> No.4992465

This thread is full of SNES examples, but are there any NES examples?

>> No.4992498
File: 7 KB, 256x224, file.png [View same] [iqdb] [saucenao] [google]
4992498

>>4988609
That black bar was actually a layer of sprites, its intended use was to cover up artifacting in the background. The left blue bar on the otherhand is the game not drawing assets there because of overscan.

>> No.4992605

>>4992498
Both the left and right bar would have been covered by overscan on old TVs, so why would they bother creating the black bar with sprites?

>> No.4992634
File: 592 KB, 996x787, vblank.png [View same] [iqdb] [saucenao] [google]
4992634

>>4992605
>Both the left and right bar would have been covered by overscan on old TVs, so why would they bother creating the black bar with sprites?

That wasn't always the case with NTSC CRT's (not sure about PAL) as in many cases with NES games, you would see garbage appear where the Vblanks and Hblanks are on the screen.So developers would try to mask it up with sprites.

here's a capture of SMB3 running on real hardware:

https://www.youtube.com/watch?v=FO72jyNB6MI

You can see the mess on the right that the v-blank causes.

>> No.4992646

>>4988370
Some games did. Strangely, first party Nintendo games didn't.

>> No.4994408

>>4989551
I still don't get it? I think i was off 4chan the week people started pushing it. Why are we calling millennials boomers now?

>> No.4994415

>>4994408
Google "that 30 year old boomer who still X" (e.g. "plays arena shooters"). 4chan is now making fun of 30 year olds and their habits.

boomers = people in their 30's or around that mark
zoomers = current generation, teenagers and college kids

>> No.4994543

>>4994415
I'm wondering how Gen X always manages to avoid getting relentlessly mocked on 4chan now.

>> No.4994612

>>4992634
I have a 21-inch CRT and the screen is too big for the NES overscan, so not everything is hidden. You can see a small bit in most games, but it's particularly noticeable in Super Mario Bros. 3.

>> No.4994652
File: 57 KB, 650x466, Generation-X-Breakfast-Club-1[1].jpg_resize=650%2C466.jpg [View same] [iqdb] [saucenao] [google]
4994652

>>4994543
Still keeping our heads down

>> No.4995784
File: 44 KB, 500x227, 1492015130846[1].gif [View same] [iqdb] [saucenao] [google]
4995784

>>4992634
How come Luigi has a unique look in SMB2 and then goes back to being a literal palette swap the very next game?

>> No.4995832
File: 20 KB, 402x390, tumblr_md3eh3xVLS1rrftcdo1_500[1].gif [View same] [iqdb] [saucenao] [google]
4995832

>>4995784
Because he was different

>> No.4996717
File: 3 KB, 194x259, smb3.png [View same] [iqdb] [saucenao] [google]
4996717

>>4995784
>How come Luigi has a unique look in SMB2 and then goes back to being a literal palette swap the very next game?

My guess is that they didn't have the catridge space on the NES to have two different sets of different costumes like the frog, hammer brother, and all that. So they made Luigi a pallette swap.

But then again, Super Mario Bros. 3 was in development first and the localization for Doki Doki Panic happened later in development. Super Mario Bros 3 was released on October 23rd, 1988 in Japan, and got a North American release in 1990. Super Mario Bros 2 was released October 9th, 1988 in the US. A couple weeks before the release of SMB3 in Japan. It was a re-skin of an already released game.

And as pointed out, they were different sizes to match the original sprites.

But Nintendo did make Luigi tall in SMB 1, Lost Levels, SMB3 and SMW in the All-Stars collection on the SNES.

>> No.4996806

>>4996717
>SMB2
Super Mario Brothers 2 in the USA was different then SMB2. SMB2 in the USA was some other thing "Doku panic" or something. You have hours of reading ahead of you.

>> No.4996809
File: 122 KB, 1440x900, most american n64 ever.jpg [View same] [iqdb] [saucenao] [google]
4996809

>>4996806
>Super Mario Brothers 2 in the USA was different then SMB2. SMB2 in the USA was some other thing "Doku panic" or something. You have hours of reading ahead of you
Samefag here. Ignore this thread. I misunderstood the whole conversation.

>> No.4996854

>>4988370
Why wouldn't they? Whether or not the SNES natively had 8:7 doesn't really matter if everyone's display was 4:3 at the time which is what the developer's would've DEVELOPED THE F-ING GAME IN MIND OF LIKE WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA CRAZY HUH?!