Uncommon graphics mode games: Difference between revisions

From SNESdev Wiki
Jump to navigationJump to search
(Creating article, entries for Overscan)
 
(high resolution examples)
Line 3: Line 3:
See also: [[Tricky-to-emulate games]]
See also: [[Tricky-to-emulate games]]


== Hi-Resolution ==
== Hi-Resolution and Interlacing ==


TODO
PPU Register $2133 [[PPU registers#SETINI|SETINI]] can enable hi-resolution mode, allowing a 512-pixel horizontal resolution. This causes every even column to display the main screen, and every odd column to display the sub screen. Outside of mode 5, this is usually used as a way to do a 50% blend of the main and sub screens, without requiring color math (a.k.a. "pseudo hi-res"). Under composite, this resulting blend can look somewhat smooth, but through S-Video or RGB the vertical stripes might be clearly visible.


== Interlacing ==
In mode 5, hi-resolution is automatically forced, and the main and subscreen are automatically overridden with columns of the BG layers, allowing an effective double-width resolution.


TODO
PPU Register $2133 [[PPU registers#SETINI|SETINI]] can enable interlacing, causing the scanlines of every second frame (field) to be offset downward by half a line. In mode 5 this allows an effective double-height resolution.
 
{| class="wikitable"
! Game
! Notes
|-
| '''Syvalion'''
| Mode 5 and interlacing for high resolution text screens at the beginning of the game.
|-
| '''Seiken Densetsu 3'''
| Mode 5 for text boxes and menu screens for a higher resolution Japanese text rendering.
|-
| '''Desert Fighter''' / '''Air Strike Patrol'''
| Mode 5 and interlacing for high resolution mission briefing text.
|-
| '''Radical Psycho Machine Racing''' (a.k.a. '''RPM Racing''')
| Mode 5 and interlacing for high resolution graphics throughout the game. The Japanese release replaced the high-resolution gameplay with low-resolution mode instead.
|-
| '''Jurassic Park'''
| The HUD overlay and a notification box during gameplay uses pseudo hi-res for a transparency effect.
|-
| '''Kirby's Dream Land 3'''
| Uses pseudo hi-res for a foreground transparency effect.
|}
 
Links:
* [https://forums.nesdev.org/viewtopic.php?p=279118#p279118 Forum thread] - CRT photos of various hi-resolution effects.


== Overscan (240 lines) ==
== Overscan (240 lines) ==

Revision as of 00:54, 16 May 2022

A list of games that use less common graphics modes.

See also: Tricky-to-emulate games

Hi-Resolution and Interlacing

PPU Register $2133 SETINI can enable hi-resolution mode, allowing a 512-pixel horizontal resolution. This causes every even column to display the main screen, and every odd column to display the sub screen. Outside of mode 5, this is usually used as a way to do a 50% blend of the main and sub screens, without requiring color math (a.k.a. "pseudo hi-res"). Under composite, this resulting blend can look somewhat smooth, but through S-Video or RGB the vertical stripes might be clearly visible.

In mode 5, hi-resolution is automatically forced, and the main and subscreen are automatically overridden with columns of the BG layers, allowing an effective double-width resolution.

PPU Register $2133 SETINI can enable interlacing, causing the scanlines of every second frame (field) to be offset downward by half a line. In mode 5 this allows an effective double-height resolution.

Game Notes
Syvalion Mode 5 and interlacing for high resolution text screens at the beginning of the game.
Seiken Densetsu 3 Mode 5 for text boxes and menu screens for a higher resolution Japanese text rendering.
Desert Fighter / Air Strike Patrol Mode 5 and interlacing for high resolution mission briefing text.
Radical Psycho Machine Racing (a.k.a. RPM Racing) Mode 5 and interlacing for high resolution graphics throughout the game. The Japanese release replaced the high-resolution gameplay with low-resolution mode instead.
Jurassic Park The HUD overlay and a notification box during gameplay uses pseudo hi-res for a transparency effect.
Kirby's Dream Land 3 Uses pseudo hi-res for a foreground transparency effect.

Links:

Overscan (240 lines)

PPU Register $2133 SETINI can choose either 224 or 240 lines of visible picture. Most games used 224, allowing a significantly longer vblank period, and the extra lines weren't normally visible on contemporary NTSC televisions.

Game Notes
Tetris & Dr. Mario Both NTSC and PAL versions used the overscan area.
Super Mario World The launch PAL release did not use overscan, but a later PAL revision did.
Super Mario All-Stars PAL version only.