![]() ![]() byuu, the creator of higan and bsnes wants this integrated into main bsnes. The images look just less jaggy and correctly resolved and looks natural. Update to latest bsnes (114.3) and SameBoy trunkīeta 10.1 did include libretro improvements enabling MSU-1 and cheat support and officially adding the Switch port (currently without multi-threaded-renderer)Īll provided as-is, libretro core available on Windows, Linux, Android & Switch via the RetroArch updater. Someone made a mod for bsnes to bring higher resolution in mode 7 of snes games. for Terranigma Mode 7 widescreen (Also the replacement x-coordinate can be set again)įixed Gamma/Luminance/Saturation settings being applied (Gamma defaults is 150, previous behavior matched 100)įixed transparency issue in Kirby’s Dreamland 3 via a hackish implementation of non-hires backgrounds in hires-scenes when scaling is enabled (Also improves hires handling at odd scale levels)įixed regression in HD window functionality and added first primitive improvement for the issues with horizontal lines (this is all still considered experimental)Īdded libretro settings Aspect Correction and Gamma/Luminance/Saturation and corrected overclocking to not go below 100% It's still feels kind of unreal to me.Widescreen extension is new computed for the AR plus the overscan and aspect correction settings (see ReadMe for a list of values)įixed broken image when editor is paused (Hopefully also fixes crashes mentioned in #12)įixed Ignore Window functionality, e.g. Thanks for all the feedback, and the articles and videos. I know I wanted to that first, and I have the fundamentals done, but the widescreen additions just got done quicker. (edit) The logo intro of Donkey Kong Country crashes in widescreen.Īuto detection for perspective correction. My lack of C++ experience makes this difficult. So I won't fix this, until I can do so without impacting performance for everyone. That, however, causes lower frame rates at any settings. The solution would be increasing the size of the arrays that store the pixels. Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. more widescreen aspect ratios (16:10, 21:9. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.ģ. This will however cause significant artifacts in many games. ![]() The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. Sprites that are partially inside the non-widescreen area are now drawn entirely when possible. Please post settings for other games here.Ģ. To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer. Results of course vary between games and even scenes. Widescreen for non-Mode 7 backgrounds. ![]() A few months later, the ability to emulate SNES games in widescreen would also be added, along with supersampling modes that could go up to 10x the original resolution. Also I have moved beyond just Mode 7 and have plans for more. Earlier this year, we saw the release of a fork of the bsnes emulator, which thanks to the efforts of DerKoun, allowed for HD upscaling of Mode 7 assets in Super Nintendo games. The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. If anyone could provide binaries for Mac, Linux or anything else it would be much appreciated. You can try games out for yourself by grabbing the latest beta of bsnes-hd down below. Notably, a widescreen mode for non-Mode 7 backgrounds has also been added, though it's buggy and can cause crashes in specific games such as Donkey Kong Country, while F-Zero appears to work fine, and Super Mario World, though it has some issues, it also plays well enough. This was done not only for clarity on the title of the project, but also because DerKoun plans to add new upscaling features to more than just Mode 7 related things. Firstly, this branch of the emulator has gotten an official name: bsnes-hd. By default, it can make Mode 7 backgrounds scale and rotate in HD at modern aspect ratios, and ROM hackers are working on patches to allow more robust widescreen versions of games like Super. After a few tweaks here and there, the 5th beta of the "Mode 7 HD" mod has released, bringing with it some new changes and additions. Byuu, the lead developer behind bsnes, then incorporated DerKoun's code into an official branch of the emulator, to be built upon. This allowed for SNES games that utilized Mode 7 to be upscaled at up to 4x their original resolution. Not too long ago, we saw the first release of the Mode 7 HD mod by DerKoun for bsnes, a Super Nintendo emulator. ![]()
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