Non-PhotoRealistic Quake (2002)
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).