How to Use 256 Low Resolution Mode on Sega Genesis & Mega Drive - Beginners Game Dev Tutorials

  Рет қаралды 5,848

Pigsy's Retro Game Dev Tutorials

Pigsy's Retro Game Dev Tutorials

Күн бұрын

List of games which use the low resolution mode:
www.firebrandx.com/downloads/G...
Daniel's channel with Aria of Sorrow and other homebrew:
/ @mdromtest3991
My Patreon:
/ pigsysretrogamedevtuto...
Timestamps:
0:00 Intro
0:20 Explaining the Mega Drive's / Genesis' resolution modes
0:59 How to change the resolution in SGDK
3:29 Which games used H32 low resolution mode and why
6:00 How to decide which resolution mode to use in your own game
9:48 Further reading on resolution modes

Пікірлер: 34
@jsr734
@jsr734 Жыл бұрын
i think another reason to use H32 is because 256x224 mode is sharper than 320x224 mode with composite video or RF connections. So if you want your game or a particular sreen to look sharper thru composite video you use H32 mode and when you want a blurrier picture that blends better the dithering patterns and create the perception of more colors you use H40 mode. Again this applies to composite video and Rf connections on a crt screen, as the higher the horizontal resolution gets the more the pixels will blend, even over rgb or component connection on a crt tv.
@Cospel
@Cospel Жыл бұрын
Great video as always! A video about collisions and physics would be great
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
Definitely coming within the next few weeks. There a a few other tutorials I need to do to set up the foundation first though
@benjibrogames2795
@benjibrogames2795 Жыл бұрын
@@PigsysRetroGameDevTutorials cant wait!
@damin9913
@damin9913 Жыл бұрын
I still got and still play hyperstone heist!
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
I had fun playing it while preparing this video :)
@rodrigomolinsky
@rodrigomolinsky Жыл бұрын
I have to say that I used to prefer the idea of porting SOTN to Mega Drive in H32 mode. I mean, the Saturn port suffered because it couldn't do 256 pixels wide resolution and, by not streeching the graphics, you would play the game with smaller sprites and oval circles (like clocks and pentagrams) in a CRT. But watching this video, I actually changed my mind, since the game is being made in a time where we can play the game in a wider TV (and now we can play with a wider field of view). In the 1990's the H32 mode would made more sense, but now I got your point better, specially with number of sprites. That being sad, would you cover the compression of graphics to fit them in a smaller cartridge? Anyway, thank you so much for your work and for keeping this channel so insightful. It's one of the best sources to try to start a Mega Drive game, and that's a rare thing.
@hawshimagical
@hawshimagical Жыл бұрын
im glad you made this video because i got so confused in the last video lol
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
Glad to hear it. I don't like to get too much into the small details in the dev dairy videos, I save that for these tutorials so that those who want to go deeper can do so
@cireza_
@cireza_ Жыл бұрын
Shining Force has a ton of backgrounds, low resolution was most probably used to limit rom size and also reduce the amount of work. Both Lunar games on SEGA-CD are the same, by the way. Otherwise it was used by third parties to port their SNES games to MegaDrive, which is a bit disappointing as the console could have done more (SFII, TMNT etc...) and visuals would have been crisper.
@spectrumbots4268
@spectrumbots4268 Жыл бұрын
I never knew the Mega Drive could do this.
@MaxAbramson3
@MaxAbramson3 2 ай бұрын
256x224 consumes mess memory from unique tiles, such as images and title screens. It's also used with many 3D, polygonal games, and games like MegaDOOM that have to output each pixel in software.
@venonnegru
@venonnegru Жыл бұрын
Many things changed in SGDK version 180. I updated some days ago and many of my studies doesnt build anymore. I fixed some vdp loading sprites and now seems flawless
@user-xb6uf4rc9n
@user-xb6uf4rc9n Жыл бұрын
acho incrível seu trabalho
@MeduzaTeam2009
@MeduzaTeam2009 Жыл бұрын
By the way, the NHL series (94-98) for the Sega Genesis now supports in-match wide mode (H40).
@SCIN
@SCIN Жыл бұрын
will there be widescreen mode in castlevania? that would be awesome, can it be changed into 4:3 or 16:9 options?
@yasminesteinbauer8565
@yasminesteinbauer8565 Жыл бұрын
It would be an interesting experiment to train an AI model for stretching and scaling pixel graphics.🤔
@posthumanistpotato
@posthumanistpotato Жыл бұрын
I have yet to find an ai program make duplicate or modify pixel art successfully... I own a ton of pixel art and even trying to train it with just that it comes out as a blurred mess.
@RolandoMarreroPR
@RolandoMarreroPR Жыл бұрын
What about Wolfenstein 3D half rez 256 colors option?
@zenitpro
@zenitpro Жыл бұрын
Very cool video, though I kind of get a bit lost on the technical explanations, LOL! Strangely enough, the link to Daniel's channel is broken! YT couldn't find the page, as it seems to have been removed!
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
That's strange. It should be fixed now. Just search MD Rom Test if it still doesn't work
@erugurara8235
@erugurara8235 Жыл бұрын
@Pigsy do you any talk on to pixlated an image?, like dowloading an image to have pixel colors?, i have some facination for images that are used in games when he art gets pixelated, do you know how that works?.
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
Do you mean that effect used for level transitions in many SNES games?
@erugurara8235
@erugurara8235 Жыл бұрын
@@PigsysRetroGameDevTutorials No, i just mean how a image is turn into a sprite, like take for emxample the pictures from dragon: a bruce lee story, the movie screen cap iamges that are digitalized. Do you know how that works?, you didi it whit the characters potraits so do you understand how is the process?.
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
@@erugurara8235 If you watch my CRT demo video I did a year or so back you'll see a Yakuza image I converted (not very well!). I just opened the image in Aseprite, resized it to fit the 320*224 resolution and then reduced the colours. I'm sure others have a better way of doing it though
@erugurara8235
@erugurara8235 Жыл бұрын
@@PigsysRetroGameDevTutorials does it work difrent based on game engine or it is like that because of the console?.
@AFourEyedGeek
@AFourEyedGeek Жыл бұрын
I wonder why you have less sprites when you decrease the resolution, you'd think you'd have more VRAM available to increase the number of sprites. I was wondering if the SNES had 256 pixels width due to that fitting nicely in an 8-bit number and its 8-bit data bus?
@pablopena1474
@pablopena1474 Жыл бұрын
Could the low resolution mode be used to increase the number of simutaneous colours on screen? Congratulations for your channel!!
@PigsysRetroGameDevTutorials
@PigsysRetroGameDevTutorials Жыл бұрын
No, no difference in colour limits
@exoria-x
@exoria-x Жыл бұрын
El juegaso de nes q podrian pasar para sega genesis es las tortugas ninjas 3 van a ablar vastane con ese juego en la sega , me emociono de solo imaginarlo
@NukeOTron
@NukeOTron Жыл бұрын
Oh, so that's the difference: more sprites, less screen real estate. That kinda explains the special stages of Sonic 2 and 3 using lower resolutions, considering how many blue spheres have to be drawn all at once.
@ostiariusalpha
@ostiariusalpha Жыл бұрын
No, you get _both_ fewer sprites and less horizontal resolution, in exchange for increased processing time and reduced memory requirements.
@NukeOTron
@NukeOTron Жыл бұрын
@@ostiariusalpha After rereading the stats... yeah.
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