However, standard definition televisions run at a 4:3 ratio, which means those dimensions don't quite match. This is similar to the NES, SNES and PC Engine, which run at 256x240 or 256x224. The idea is that since you can fit more pixels on the screen, the overall image has more detail.Īnyway, 256x240 is the lowest the system will allow. Even Symphony of the Night runs its "prologue text" screen at a higher resolution. Some 3D games use the higher resolutions, and sometimes games even switch between resolutions, like title screens for example. The PlayStation can output several resolutions - right here it's 256x240 (though it doesn't take up the whole display so it's more like 256x208), but it can run in 320x240, 512x240, and even 640x240. (You can also see how the dialogue window is dithered in the Saturn version, rather than truly transparent, one of the many ways you can see how shoddily that port was programmed, but that's neither here nor there in this discussion.) It's skinnier because it runs in the PlayStation's low resolution mode. The most significant thing to notice right off the bat is how much skinnier the PlayStation version is. (We've talked about this before, so this is just a further elaboration on the subject, namely how it can go wrong when it comes to ports.)įirst off, here are screenshots of all three, in the intro dialogue between Richter and Dracula, taken straight from emulators in the first two cases, and directly from the PSP in the last one. Today we'll be looking at the technical issues regarding display and resolution in each of these three versions. Castlevania: Symphony of the Night has seen three significant variations: the original PlayStation release, the Saturn port, and the PSP port, as part of The Dracula X Chronicles package.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |