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.Here are a few random examples I've collected while experimenting:Playstation upscaling: https://svkt.org/~simias/mednafen/ffix-1xvs2x.gifOpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: https://svkt.org/~simias/mednafen/disco.webmMetal Gear Solid without textures: https://svkt.org/~simias/mednafen/RetroArch-0131-170156.pngCrash Bandicoot in Wireframe: https://svkt.org/~simias/rustation/crash-wf.pngMetroid II "widescreen" hack: https://svkt.org/~simias/metroid-ws.webmSuper Mario Land with fixed background (and terrible audio): https://svkt.org/~simias/mario-warp.ogvThe 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: https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.pngA similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).