I'm hacking on Jurassic Park (SNES) (for the usual reasons) and it turns out this is one of the weird games that stores your health not as a number that goes down from some maximum, but as a number that counts up
it's also running in a Fun video mode: 512x224!
This gets stretched out to the normal aspect ratio (8:7) but it does mean the game is effectively running with pixels that are twice as tell as they are wide.
The game doesn't look like it's using super-tall pixels, though. These look pretty square to me.
This is for a funny reason...
If we look at a screenshot without aspect ratio correction, you'll notice that EVERY PIXEL IS DOUBLE WIDE.
So they set it up so that every pixel is double-wide, then set a high-resolution width of the screen (so it runs at 512 instead of 256)
Doesn't this seem like just running at 256x224 with extra steps?
it's actually to enable a trick to get pseudo-transparency. The backgrounds & sprites are double width, but the UI isn't, because it only appears on odd-numbered columns of the display.
on a relatively blurry CRT this effect probably looked halfway decent
This fucker seems to encode each portrait with a separate palette. That's especially annoying because ALL THESE PORTRAITS ARE GREYSCALE
I've got a partial disassembly project and I still haven't figured out how to inject text into this or extract the font!
https://github.com/Yoshifanatic1/Jurassic-Park-1-SNES-disassembly
I'M NOT LEARNING 65C816 ASSEMBLY JUST TO FIGURE OUT HOW THIS GAME DOES TEXT BOXES
@foone You say that ~now~
@foone you know you will.
@foone are you sure about that?
@foone nek minnit…
@foone come on! one more lookup table!
@lritter IT'S LOOKUP TABLES ALL THE WAY DOWN
@foone a common misconception. it's only 2**31 lookup tables the way down.
@foone Narrator: She did.
Narrator: Foone later created a 63 post thread about learning 65C816 assembly, with screenshots, source listings, and ridiculous criticisms and occasional praise and introspection about the language.