One of my favorite parts of writing emulators is getting to mess with the internals of the console to change the way the games look or feel. Widescreen hacks, palette swaps, visual enhancements and/or deterioration.<p>Here are a few random examples I've collected while experimenting:<p>Playstation upscaling: <a href="https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif" rel="nofollow">https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif</a><p>OpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: <a href="https://svkt.org/~simias/mednafen/disco.webm" rel="nofollow">https://svkt.org/~simias/mednafen/disco.webm</a><p>Metal Gear Solid without textures: <a href="https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png" rel="nofollow">https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png</a><p>Crash Bandicoot in Wireframe: <a href="https://svkt.org/~simias/rustation/crash-wf.png" rel="nofollow">https://svkt.org/~simias/rustation/crash-wf.png</a><p>Metroid II "widescreen" hack: <a href="https://svkt.org/~simias/metroid-ws.webm" rel="nofollow">https://svkt.org/~simias/metroid-ws.webm</a><p>Super Mario Land with fixed background (and terrible audio): <a href="https://svkt.org/~simias/mario-warp.ogv" rel="nofollow">https://svkt.org/~simias/mario-warp.ogv</a><p>The possibilities are endless and it sometimes lets you discover some clever tricks the devs used to work around the limitations of the time, such as Spyro's skybox being made entirely out of non-textured polygons: <a href="https://svkt.org/~simias/rustation/spyro-moon-bg.png" rel="nofollow">https://svkt.org/~simias/rustation/spyro-moon-bg.png</a> <a href="https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png" rel="nofollow">https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png</a><p>A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
Here's a video of all the shaders:<p><a href="https://www.youtube.com/watch?v=PMpx3pupMKg" rel="nofollow">https://www.youtube.com/watch?v=PMpx3pupMKg</a><p>My reaction was, that is really cute, seriously. Let me feel happy to see this:)
My other favorite Quake experiment was PanQuake <a href="http://strlen.com/gfxengine/panquake/" rel="nofollow">http://strlen.com/gfxengine/panquake/</a> and FisheyeQuake <a href="http://strlen.com/gfxengine/fisheyequake/index.html" rel="nofollow">http://strlen.com/gfxengine/fisheyequake/index.html</a>. Running through the world with 360° view is quite trippy.
I prefer Quake on an oscilloscope: <a href="https://www.youtube.com/watch?v=GIdiHh6mW58" rel="nofollow">https://www.youtube.com/watch?v=GIdiHh6mW58</a>
This is refereed to as Stylized Rendering is well supported by modern engines quite easily. Usually you just drop in plugin and you get stylized version of the game:<p><a href="https://docs.unrealengine.com/en-us/Resources/Showcases/Stylized" rel="nofollow">https://docs.unrealengine.com/en-us/Resources/Showcases/Styl...</a>
This reminds me of using neural style transfer on the surfaces of 3D models.<p><a href="https://twitter.com/nobelchoco/status/909417583954317312" rel="nofollow">https://twitter.com/nobelchoco/status/909417583954317312</a>
That's pretty awesome, and I like that there are people still doing interesting stuff with Quake.<p>Years ago I used to love ttyquake. Even played a couple of (fun) deathmatches in it. With the xterm font-size turned way down and res way up of course...
A game called Valkiria Chronicles uses a hand drawn style similar to this: <a href="https://youtu.be/p-0RY4TTNwE" rel="nofollow">https://youtu.be/p-0RY4TTNwE</a>
I love the look of the still images, but I don’t like how everything is shaky because things get stylised differently from one frame to the next. Has there been work on this sort of thing that maintains consistency between frames?
Game project based on NPRQuake engine: <a href="https://github.com/klaussilveira/doodle" rel="nofollow">https://github.com/klaussilveira/doodle</a>
Quake was never anything close to photorealistic, so it is an absolute crime that this is called "Non-Photorealistic Quake" and not "Quake On Me."
It wasn't ever photo-realistic. Why bother with realism at all? This looks awesome btw <a href="http://www.quelsolaar.com/love/screen_shots.html" rel="nofollow">http://www.quelsolaar.com/love/screen_shots.html</a>? There was also a gory black and white and RED game that I can't find right now.