digitanuki

Trans, gay, and dumb as shit

A virtual raccoon dog living inside your computer! Self-proclaimed media analyst, aspiring creative. ΘΔ Love you, @Tianazae~


dog
@dog

When I saw there was a PS1 port of an old PC visual novel I was looking into, I thought, "oh, I guess they must have redrawn the art at lower res but with more colours to fit the hardware". I wasn't prepared for them to have kept the high-res 640x400 source art intact?? They even touched it up with some new shading.

Left: PlayStation; right: FM Towns.


dog
@dog

Here's another example from dialogue scenes. Left: PlayStation, right: FM Towns.


dog
@dog

The high-res visual novel art you might have seen from 16-bit Japanese computer games usually comes from the PC-981, with the aesthetic heavily influenced by hardware limitations. Many PC-98 models were limited to 16 colours and had no hardware sprites, but it did default to high-resolution graphics - hence the many games with detailed, high-quality 640x400 spritework and the distinctive dithered style that tried to imply many more colours than the system was actually capable of rendering.2

The 32-bit console era, meanwhile, was the first time that detailed 15/24-bit colour artwork became feasible on consoles, and also the first time that consoles had enough RAM to render high-resolution 640x480 artwork... but this tended to be an either/or proposition. 640x480 2D art in high resolution consumes a lot of RAM, especially when there's any animation at all. As a result, the vast majority of games chose to redraw their art at a lower resolution but with much higher-detail colour. If I had to guess, I suppose lower-res art with better colour detail felt more futuristic and advanced in 1994.

Here's a few more representative examples - Saturn on the left, PC-98 on the right. That Silent Möbius game is an incredible outlier by having lower-colour but high-detail art instead of this kind of total redraw.


  1. The other two popular 16-bit Japanese PCs, FM Towns and X68000, were more niche platforms, but they also had very different hardware. They had much better support for fast-moving action games, so a lot of their exclusive software tended to look more like high-end 16-bit console games.

  2. What about the western PCs? DOS and Windows PCs were incredibly niche until Windows 95, so the vast majority of Japanese-developed software before that tended to be low-end single developer freeware/shareware stuff. The Mac did have a notable Japanese market, but Mac players enjoyed different kinds of games. It had very little overlap with the PC-98/FM Towns/X68000.


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in reply to @dog's post:

in reply to @dog's post:

Really feels like 2D shouldn't be that hard when basic 3D was handled fairly well, but I suppose it makes sense that it's not that far ahead of the SNES's capabilities given the timeframe.

3D has the advantage of the fact that you can render the same models and textures at higher res. For 2D games, the RAM budget gets a lot tighter a lot faster. I think if you have to budget less detail and fewer frames but higher resolution, it was an easy choice to pick lower res but better detail.

oh this is probably the "NTSC doesn't use square pixels" problem, isn't it? NTSC CRT TVs have 11:10 pixels, slightly taller than wide, and so should be stretched by that amount for display on square pixel displays. Probably the FM Towns display used square pixels.

Other way around in this case, which makes it weirder! The PC-98, which it was drawn for, has non-square pixels. It was drawn for 640x400. The PS1 version runs at 640x480.