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by SmartOne at 8:29 PM EDT on April 10, 2018
Anyone know how to force a PC game to render at a particular resolution?

Sonic CD (2012, "Steam" or whatever) supports three junky filters, none of which are 1:1 Pixel Aspect Ratio, because that would be too easy and make too much sense.

Interpolation affects motion and color clarity, of course. Then all we would need is 120 Hz with black frame insertion. Black frame insertion: my most recent love.

Forcing a resolution wouldn't solve problem, though. They're probably stretching the image before it gets to the output buffer (obviously). I love how game developers go through all the effort of releasing a game and then screw the presentation. "Here's all this cool stuff...! ...Nah, let's keep repeating the same simple mistakes."
by Kurausukun at 3:25 PM EDT on April 11, 2018
First of all, you can't just arbitrarily force an application to use a specific resolution and expect it to work. Secondly, in the case of SCD 2011, if you use the "Nostalgia" filter, I don't know if it's exactly 1:1 pixel ratio, but it looks excellent, and is definitely the best out of the three. Second of all, SCD 2011 is already natively widescreen, so I don't know what you want to force a resolution for, unless you're trying to go for ultra-wide or something.
by SmartOne at 10:31 PM EDT on April 12, 2018
Second of all, 2012 was the PC re-release.

Crispy pixels are crispy. I find it helps to squint. Or take a screenshot and zoom in.

I've been looking into Reshade. Looks promising if I want to figure out yet another custom shading language. And math. That annoying thing.
by Kurausukun at 6:21 AM EDT on April 13, 2018
I just noticed I typed "secondly" and then "second of all" after that. I'm very good at this.
by SmartOne at 11:06 PM EDT on May 20, 2018
Developer (let's call him "Omar") of Wonder Boy: The Dragon's Trap remake (including the PS4 platform) admits that they didn't understand how to correctly implement integer/floating point conversions in the game engine. The result: Jerky scrolling in what could have been a great remake.

https://steamcommunity.com/app/543260/discussions/0/1354868867711313016/?ctp=2#c1500126447386336635

What a waste!
by kode54 at 2:25 AM EDT on May 21, 2018
It's different from that. They are trying to keep the engine precision at that of the original resolution game engine, while also trying to smooth down motion to native pixels on the higher game resolution. And some of the smoothing doesn't work properly, so they either end up with jerky scrolling (precision of a 240p console game), or they end up with smooth scrolling where objects jump around at different times relative to the scrolling. Either way, poor job all around.
by SmartOne at 12:44 AM EDT on May 23, 2018
Yeah, I think the real root of the issue is that the original game runs at 30 Hz, and they didn't put in the effort to rewrite the engine to be frame-rate-independent.

The remake still reacts to input at 30 Hz, and they add animation frames in between (sometimes) to make it seem like 60 Hz (like pseudo-halfway smoother). It's that "sometimes" which is the problem. Walking in a straight line at a constant velocity is nice and smooth. Unfortunately they didn't add any motion smoothing (extra real frames, since this is a game) when changing velocity, so remake's smoothness is inconsistent with itself, which is basically worse than if they simply retained the original 30 Hz video output.

They were already reverse-engineering the game. How hard exactly would it have been to update the game engine to at least 60 Hz? I mean, come on. Wonder Boy III is not quite Final Fantasy X.

In an alternate universe, this is a great remake.
by hcs at 7:04 AM EDT on May 27, 2018
Transcribin'
by hcs at 4:35 AM EDT on May 28, 2018
Been wanting to do this for years, finally sat down with Inkscape and cranked it out: Finite State T-Shirt

edited 7:40 PM EDT May 28, 2018
by marcusss at 11:35 PM EDT on May 28, 2018
That is so cool !

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