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KrunchyTC

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Everything posted by KrunchyTC

  1. I see. Anything that save on sprites at all is good at least. Thanks for the input! I'm getting a better overall understanding of the 7800
  2. I see. Thats pretty cool that the 7800 offers both options. It's good that you can save on RAM if you don't need big expensive BG's, and vice versa I guess my next question is, does using bitmaps save on sprite usage? Like bitmaps don't eat into the foreground spite count?
  3. I have a question. Is the 7800 stuck with tiled backgrounds, or can you have bitmapped BG's too?
  4. KrunchyTC

    7800 GD

    Save states was the only way I could beat midnight mutant's last night lol
  5. You are correct, I had the brightness way down, I forgot that I had turned it down so much. I thought that the brightness of the component output matched the RF output. My mistake!
  6. I am using the component cable that was paired with the GD.
  7. KrunchyTC

    Drelbs

    Drelbs looks really fun!
  8. My upscaler automatically detects the aspect ratio when I set it to output in 480p
  9. I noticed a missing background layer, which is very odd. The left is obviously the cart video output, and the right is straight out of the console through RF.
  10. So it seems my upscaler has an option to adjust the aspect ratio itself, so that feature is not needed on the GD
  11. That sounds like it would have issues with compatibility. It would be such a bummer if new 7800 games only ran on the mister.
  12. Yeah I know lol but I'm an idiot. Is it an enhancement chip? Like an MMC? I don't know what form it's gonna take.
  13. Such an odd restriction lol You cant use the colors from those blocks in the back?
  14. Yeah, that does make sense. I personally would just ditch the hi res modes for anything other than super old arcade ports, like Frenzy. Although, Rikki & Vikki does look great, as does the Mario bros arcade remake. But for side scrollers, and shmups, I'd gladly take the hi color 160 modes, as competent programmers can make them look just as good as NES, and SMS.
  15. I guess a better question is, what is the point of that limitation? what causes that? Why do pixels have to be doubled up like that? or have to share a BG color?
  16. 320C would be the closest to SMB3, but it looks awful in that shot. Don't know if I understand the limitations correctly. But in 320C mode, if you place a pixel/color somewhere, you have to place another right beside it that is either the same color, or one of the background colors? That sounds very tricky to pull off, and make look good.
  17. That is very interesting to see on the 7800. I'm very curious how SMB3 would work here.
  18. Really interesting. I noticed that some high profile NES games like SMB3 only uses 9 or 10 colors throughout the game. Could SMB3 be recreated in 320C mode? or would another mode be required? Also whats different about 320D and A modes?
  19. I see. I guess different modes better suit certain games.
  20. was there any particular reason that R&V and pacman 40th used 320B instead of 320C?
  21. I have two unmodded 7800's, and have not had anything like that issue happen on either of them.
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