Sage Of Time
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Oh, I see.. That is a little more realistic, sorry for the mix up, but I’ve actually seen such extreme requests before, and your excitement\enthusiasm just threw me off guard a moment.. But anyway, with the required effort to fine-tune animations on a model, you might as well just have a talented artist draw things by hand. At least in my opinion.. But anyways, like I was saying earlier. It's not really feasible to apply this to the SNES. Sprites aren't textures, they have no image ID, theres no way to interpret what is what and how to replace it.Mojo Man!!! said:LOL, I meant a sprite made from a render of a 3d model. I can't believe it! Just the thought of SMW in hi res (well done of course) sends my spine tingling! :drool: I can't believe no one is even willing to try. :angry: Oh well, it will happen sometime I'm sure, the question is when.![]()
There is only two real ways to do this.. One being--er, actually, let me just quote one of the ZSNES dev’s a moment..
grinvader said:Well, my 2 cents about all this.
Replacing sprites can theoretically be done.
If you look at how ZSNES used to handle Star Ocean and Street Fighter Zero/Alpha 2, and how it handles SPC7110 games still, that's what we do.
After a team reverse-engineered the sprite data location and dumped them manually, ZSNES uses a hack to load this data from external files instead of looking inside the ROM.
You can replace tiles, sure. However, if you want to change the resolution, you don't need a SNES emulator, you need something else.
The whole 'hi-res tiles' thing is moot without rewriting the entire graphic engine (not just the renderer).
You'd have to draw everything at a huge res, since you're working with 2D planes. You can't say 'this 8x8 area will hold a 64x64 hires tile' without scaling it down, making the res increase useless to begin with.
You'd be better off trying to create a badass new graphic filter, it'd be much faster and easier to add in current emulators...
Or start your own emulator from scratch, making your graphic engine so that tiles, once decoded, are pasted on 3d surfaces.
That way, you'd just have to redraw every tile in the ROM at a higher res and reference all of their ROM locations in a big nice index file for your emu to run SNES games using high-res tiles !
You'll also want to make this engine 32-bpp based, so that your hires tiles can use more colours...
Basically, you'd have:
if (no hires tile)
-> get data from ROM, draw tile using SNES palette, then bring it up to 32bpp, and map it on a quad.
else
-> get data from external file (already 32bpp) and map it on the quad.
Proceed with next tile.
Good luck with that.
Nightcrawler said:You forgot one other thing Grin.. If you rewrote the emulator to use textured quads, how would you handle HDMA or per pixel effects? That's going to add one even more complexity.
grinvader said:Pretty much. I completely forgot those... -_-
So as you can see, it's really not feasible to do this.. And theres really no reason to do it, either. Most SNES titles look very good as is. And if you absolutely "must" change the graphics of a game - you can already! Just look into ROM Hacking, you can do a ton of stuff with your favorite games if you take the time to learn it. You won't be able to get higher resolution graphics, but you could touch them up a bit, add shading, etc..