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High-resolution mode 448/480i Games Thread

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Thread replies: 50
Thread images: 17

File: tobal_2_framebuffer.png (120KB, 560x480px) Image search: [Google]
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This thread is dedicated to retro games with a vertical high resolution mode of 448i or 480i.
Please keep discussions about the advantages and disadvantages of interlacing and progressive scan out of this thread.
224/240p games with a horizontal high resolution mode are not allowed.
Games that partially have a vertical high resolution mode like for example in menu screens are allowed.

Let's create a list collecting all the 448/480i mode games. Let's expand the list with every thread.
Posting pictures (not-deinterlaced framebuffers preferred) along the game you add to the list is encouraged.


PS1:
> PS1 Intro Screen (640x480i)
> Silent Hill (Map, Inventory and Start Screen and maybe more? 320x448i)
> Tekken 3 (384x448i)
> Tobal 2 (512x448i)

SNES:
>Radical Psycho Machine Racing (512x448i)

Genesis:
>

Saturn:
>


You can also add other retro console or computer systems.
6th gen consoles are excluded from this conversation (Dreamcast).
>>
Wasn't Doom on SNES 448i? The Arino babbies constantly cry about it and think that Doom cartridges are broken because Commodore monitors can't resolve the signal.
>>
File: ps1_intro_screen_1_framebuffer.png (16KB, 700x480px) Image search: [Google]
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PS1 Intro Screen 1
>>
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>>3070531
PS1 Intro Screen 2
>>
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Tekken 3
>>
>>3070487
>Genesis:

Sonic 2 two player mode
Combat Cars two player mode
Censor C64 picture demo
possibly some other homebrew
>>
Silent Hill Start Screen
>>
Silent Hill Inventory Screen
>>
File: silent_hill_map_framebuffer.png (118KB, 350x480px) Image search: [Google]
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Silent Hill Map Screen
>>
Interestingly the Konami Logo in Silent Hill is 640x448i. The FMVs are 320x224p.
>>
File: rpm_racing_framebuffer.png (40KB, 512x480px) Image search: [Google]
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Radical Psycho Machine Racing
>>
>>3070487
>Saturn:

shit, there are tons.
Akumajou Dracula X (aka Castlevania SOTN, uses hires in the options menu)
Athlete Kings
Battle Arena Toshinden URA (hi-res backgrounds, low-res polys)
Burning Rangers title screen
Columns Arcade Collection (title screen, menu, and Columns 97)
Cotton Boomerang (everywhere except in-game)
Darius II (everywhere except in-game)
Dark Savior (title screen, maybe elsewhere too)
Daytona USA CCE and CE (title and option screen)
Dead or Alive (ingame, but backgrounds are low-res)
Decathlete
Digital Dance Mix
Digital Pinball Last Gladiators
Digital Pinball Necronomicon
D-Xhird (hi-res background, low-res polys)
Elan Doree
Fighters Megamix (hi-res background, low-res polys)
Fighting Vipers (same as Megamix)
Formula Karts Special Edition (menus)
Frankenstein - Through the Eyes of the Monster (double density but non-interlaced, 704x224)
Grandia has the FMVs running in 448i but they are just stretched out
Groove on Fight (art gallery)
Gunbird (art gallery)
Hyper 3D Pinball
Kono Yo no Hate de Koi wo Utau Shoujo Yu-No (some parts ran in double density non-interlaced mode)
Last Bronx (single density interlaced for polygons, low-res BGs, hi-res HUD, hi-res menus)
Panzer Dragoon Zwei (title and options)
Panzer Dragoon Saga (title screen)
Photo CD Operating System
Pro Pinball The Web
Radiant Silvergun (title screen)
Sakura Taisen Jouki Radio Show (title screen is hi-res, some other screens are double density non-interlaced, ingame is low-res)
Sakura Taisen 2 probably also has hi-res title, didn't check
Saturn Bomberman has a "Wide" arena which is hi-res
Sega Touring Car Championship (title, menus)
Shienryu (the un-rotated mode)
Shinseiki Evangelion 2nd Impression (title screen)
Sonic Jam (title, menus, all galleries, digital manuals, and the Sonic 2 two-player)
Soukyugurentai (score attack select screen, and I think the title too are at least interlaced, but might be just single density)

cont.
>>
>>3070574
wow! Didn't expect that
>>
>>3070538
why is only the two player mode interlaced?
>>
>>3070574
Steam Hearts (cutscenes are double density, but non-interlaced)
Thunder Force V (title, menus, high scores)
True Pinball - ok, this is unique, you can SELECT between low-res and high-res views. low res is still double density non-interlace, but hi-res is also interlaced.
Virtua Cop 2 (title is double-density, non-interlace)
Virtua Fighter (low-res BGs, but polygons are double density non-interlaced)
Virtua Fighter Remix (same as non-remix)
Virtua Fighter 2
Virtua Fighter Kids
Virtua Fighter CG Portrait Collection (double density non-interlaced)
Waku Waku Puyo Puyo Dungeon (title and credits are single-density interlaced, ingame is lowres)
Winter Heat (hi-res title/menu, double density non-interlaced ingame)
Wizardry Llylgamyn Saga (title screens only)
World League Soccer 98 (title screen and menus are hi-res, ingame has low-res BGs and double density non-interlaced polygons)

And this is a fairly incomplete list. Many other games may have hi-res art galleries for example.
>>
>>3070597
Note about the single/double density thing. Single density means 320 or 352 pixel horizontal resolution. Double Density is, as you can guess, 640 or 704 pixels.
Non-interlaced mode is 224 or 240px vertical resolution, or for PAL, sometimes 256px. Interlaced is twice that, 448 or 480px or (for PAL only) 512px.

So max res is 704x512 (double density, interlaced, PAL), you can see it in, say, Virtua Fighter Kids.
But you can also do for ex. 352x448i (single-density interlaced) or 704x224 (double density interlaced.

Games can pick different modes for sprites/polygons and for backgrounds. You can have 704x448 BGs, but 352x224 sprites, or vica versa.

The rotating background (the mode 7 one) however cannot use none of the hi-res modes, it is therefore capped at 352x240 (or 256px) maximum.

Sprites/polygons are also capped at 8-bit colour in any of the hi-res modes. Backgrounds, I think, can use 24bit colour in any mode, but I'm not sure.
>>
iirc the high res modes of turok 2, rogue squadron, battle for naboo, and indy infernal machine is very close to 400x448 or something like that
>>
>>3070603
That's really interesting that backgrounds and foreground can have mixed signal processing.
>>
>>3070605
which console?
>>
>>3070584
Because there is not enough VRAM to fill up an entire screen with unique graphics in hi-res mode.

But in 2-player mode, they can just render the normal resolution graphics twice, so this does not become a problem.
>>
>>3070609
N64

needs expansion pak to fit in the larger frame buffer though
>>
Dreamcast isn't excluded from this conversation fuck that shit. All games 480i / 480p with exception of some Capcom fighting game.

BTFO.
>>
>>3070795
That's exactly why it's excluded.
It's 6th gen and that does mean nearly all games are interlaced by default. For the dreamcast, ngc and ps2 you can make a different thread and collect not the interlaced the games, but make a list with progressive games (which already exists). It would be nonsensical to list the ps2 or dreamcast interlaced games here.
>>
Why did they drop 240p by 6th gen?
>>
File: 30-Breath_of_Fire_IV_02617.jpg (118KB, 640x480px) Image search: [Google]
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This game is just a gorgeous 2D game, looks even better in 480p.
>>
>>3070846
It'd be more interesting to list 240p PS2 games. Only ones I can think of off the top of my head are Ico and the Tekken arcade ports included in Tekken 5.
>>
>>3070795
>All games 480i / 480p with exception of some Capcom fighting game
every game boots 480p by default. most of capcom's fightan ports have a button code for 240p. princess maker collection and a handful of shmup ports also support 240p.
>>3071825
megaman X collection is 240p on both consoles, which is nice
here's a list, but i'm sure there's more we don't know:
http://shmups.system11.org/viewtopic.php?f=6&t=55420
>>
>>3071786
Because hardware was capable of 480i and 480p with full bpp etc and pc even higher resolution. stupid question. it's like saying why did the stop filming in SD?
>>
>>3071825
>>3071886
not retro
>>>/v/
>>
>480i shit
And thread leads into 6th genner shit.

Yep fuck off.
>>
>>3072449
correct. that's why six gen is not allowed in here.

>>3071786
>>3071825
>>3071886
>>3072425
wrong thread, wrong board
>>
>>3072432
>(You)
>>
File: 00000026.png (97KB, 704x480px) Image search: [Google]
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Saturn had some impressive looking 480i titles.

Shame the machine couldn't do lightning in hires.
>>
File: 00001349.png (131KB, 704x448px) Image search: [Google]
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Some games ended up using hi-res backgrounds but low-res polygons, so they could get the sharper look but still be able to do lightning effects.
>>
File: 00000042.png (56KB, 704x512px) Image search: [Google]
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VF Kids looked cute as fuck
>>
File: 00001336.png (20KB, 640x448px) Image search: [Google]
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10 player Bomberman
>>
File: arkham_08.png (243KB, 640x448px) Image search: [Google]
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The Digital Pinball games were great, but honestly their soundtrack is more impressive than the fact that they use hi-res graphics.
>>
>>3072432
>>3072568
>a compilation of retro games is not retro
(You)
>>
File: RetroArch-0822-022506.png (15KB, 320x448px) Image search: [Google]
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Here's an interesting one. Ys III for Genesis has a 448i mode which is easily toggled from the in-game menu, but literally all it does is line-double the output. There's pretty much no benefit to using it over the standard 224p mode.
>>
File: RetroArch-0822-022427.png (14KB, 320x224px) Image search: [Google]
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>>3074350
Regular output.
>>
>>3074350
The benefit is making the scanlines less obvious.
>>
>>3074406
In exchange for flicker out the ass. And most people at the time would not have been playing on PVMs or other high-end CRTs with obvious scanlines anyway.
>>
>>3074350
>>3074353
ah yeah that's a genesis thing. in the emulator you can choose between single line or double line output. I wouldn't say this counts as 448i. It's still 224p.
>>
>>3074769
>I wouldn't say this counts as 448i. It's still 224p.
It's definitely 448i. The fields alternate up and down like any interlaced mode.
>>
>>3074774
Okay but the graphics are still 224p. Do you understand? This thread is for games with a high resolution mode with graphics beyond 224p. Line doubling doesn't count.
Or are you implying that the game does not line double and it's just a emu feature while the real console does create real 448i graphics without linedoubling?
>>
>>3074870
>the graphics are still 224p
224p graphics displayed at 448i
>>
>>3074874
Line-doubling definitely not allowed in this thread as it's a pseudo high-res mode. Will add this to the OP in the next thread. Thank you for bringing this to my attention.
>>
>>3074884
>Line-doubling definitely not allowed in this thread

It still uses the 448i mode regardless of how it does it. This is at least technically noteworthy; I've never known about it until now. If you start arbitrary rules like that then a lot of technically interesting games will be looked over.
>>
>>3072745
Man, we used to have so much fun me and my brother on this.
>>
>>3072449
a technicial discussion about resolutions has nothing to with the 6th gen, stop shit stirring

i see more posts complaining about the 6th gen boogeyman than actual posts about the 6th gen.
Thread posts: 50
Thread images: 17


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