AVS RetroUSB: FPGA-Based Re-Implementation of the NES/Famicon
retrousb.com
retrousb.com
So one counter-intuitive complaint of many modern emulation systems is that they provide "pixel-perfect" rendering. I.e. what the console outputs is what you get on screen.
Except that's not how the games looked back then! The video artifacts of TVs at the time, composite signal and NTSC, meant you had color bleed and slightly blurry pixels that weren't even square. It's not just scanlines. For practical examples, see this Gamasutra article [1]. Most telling to me is the comparisons of Link (from Zelda 2) therein.
The AVS page doesn't mention any of this, so am I to deduce it forgoes emulating these artifacts?
[1] http://www.gamasutra.com/blogs/KylePittman/20150420/241442/C...
Magazines were the same; outside of the "Take a picture of your TV Screen with a Polaroid Camera" section of the magazine (scoreboards), Nintendo Power always had screenshots of the game using a Super Wide Boy, which outputted the screen to a crisp video feed perfect for articles. EGM used the same device. Nobody wanted blurred pixels or color bleeding. They certainly didn't want cathode ray distortion.
There is nothing but anecdotal information that the developers of NES games intended the blurring and bleeding to affect their game designs. The only purveyors of the "CRT Experience" seem to be milennials born after the NES's reign.
I didn't have the best TV for my NES, but it looked tons better than some of these scanline effects. If you were using a CGA monitor to play NES games, then maybe the shaders were accurate, but even the black and white TV I had for a while was a superior experience to the scanline shaders available in the NES mini or RetroArch.
Playing Bionic Commando: Return of Hitler[1] on the NES right now, with no shaders. You should too.
0. http://articles.chicagotribune.com/1990-12-07/entertainment/...
However, I'm not aware of any gdds that specified coloring as a technical challenge; most of the concerns were around overscan and making sure games weren't unplayable on B/W TVs
care to post some? I'm cool with being wrong.
Subpixel rendering was a necessity to make recognizable faces on the tiny sprites, this is common knowledge in the pixel art community. This pretty much relied on the blurring effect of the CRT. Arcade monitors are sharper, but it's still a very low-res CRT.
Now that I have expressed the limits of my video knowledge from that era, some grey AV nerd with even more knowledge please come out and put me in my place.
People after that old look, and the scanline mode the NES Classic have find that it's actually not that cool to have those running. Best to appreciate the game as it plays now. Purists who try to "replicate" classic gaming are trying to gobble up all the SONY PVM / BVM tube medical and broadcast monitors now. Unfortunately they are also wrong there too. No kid playing nintendo back in the day had that crisp of a monitor either.
This is futility played out in this hobby and it's better to look forward and appreciate the amazing color and pixel density of today's technology with the game scaled to the best of our abilities. Are we to try to add a front light simulated glare to the TVs as well so that we can see a fake reflection of the table lamp on our games as well. It's preposterous.
If people want a CRT to get a faster response time, good on them. and so you know this isn't emulation. So it's not 'forgoing' emulating artifacts, because that wasn't what the original systems did. This is the system running on a chip totally simulated with the same behaviors but with different output (HDMI).
No, rest of the world didnt suffer thru RF modulated Never The Same Color. What you remember is not reality, just your crappy version of it.
It's short for Family Computer.
https://en.wikipedia.org/wiki/Japanese_abbreviated_and_contr...
Preservation of the software is the most important thing and I'm glad the game pirates are very fastidious about it, but preservation of hardware like this is - if not as important - at least as fascinating!
And still, I won't buy one. I doubt I'll ever earn enough money to make retro game collecting feasible, so I'll stick with collection retro game controllers and connecting them to PCs for faithful emulation ;)
The price point might be tough for people. I think you can buy original NES systems for less. They aren't going to be HDMI compatible, but I think those adapters will run you $20 on Amazon.
A Link to the Past: Bought for $17.56 about 5 years ago, and it seems that I'd be paying around $45-$50 to get it now.
Zelda 2: Adventure of Link: bought for about $5 in 2010, selling for about $15 now.
Oof! This one's the biggest jump I've seen so far. Metal Warriors on SNES. I bought that in 2009 for $40, and the cheapest listing for it on Amazon right now is for $200.
Could be. The front loaders tend to wear out their cart connector due to the weird VCR loading mechanism. It's easily fixable now but at the time it probably doomed them to the trash.
The top loaders were always sorta rare because they came out way late in the NES's lifetime (post SNES and Genesis) and IIRC only sold for a couple years.
proper lag free upscaling isn't that cheap.
Furthermore, original hardware can be finicky; the NES has a notoriously unreliable connector for reading carts and requires a bulky AC adapter. Meanwhile, the AVS has an improved design, new/clean cart connector and runs off 5V from a USB port on the back; most people can plug it into their TV, receiver, or any other device in their entertainment system with a spare USB port (like an Xbox or PlayStation).
It's a superb value for someone with the cash to burn. I own both the NES and the AVS and think both are fantastic, but would recommend the AVS to friends and the NES to purists.