Uploaded November 2022 | Updated September 2026, 6 days ago
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an "Analogue Mega Sg" FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
----
I ain't 'fraid of no ghosts!
OooOo~! Spooky season may technically be over but it's never a bad time to play a horror game! Wait, is this a horror game? Well, it's moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the "middle ghosts" haunting a property then beat up the boss ghost! Yay for simplicity! What's not so simple is the wide array of items and weapons and nonsense you can buy most of which you'll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
----
Technical Notes:
------
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is "high resolution" compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! It's a lossless video file with no chroma subsampling (4:4:4). Essentially, it's a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native "square pixel" resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a "pixel perfect" output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this "pixel perfect" resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games I'm uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 'cause the screen will shrink a little in these videos!
About the Mega SG... It's a FPGA (Field Programmable Gate Array) based game system which to explain in layman's terms (BY a layman): It's a "chip" dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another "chip". Basically, if you can reverse engineer a genesis exactly, you can pretty much program this "chip" to behave like a genesis exactly. Which is what this is.
I'm playing in "Zero Delay" mode so the game is running marginally faster. 0.15%, to be exact. That's less than 1/7th of a single percent. I've also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandX's recommendations, I've enabled "YM2612 High Quality Mode" for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. It's essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games you'll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this won't happen. The only way to enable these "extra colors" is to blur the digital image and this certainly would not be "pixel perfect" as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness!
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an "Analogue Mega Sg" FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
----
I ain't 'fraid of no ghosts!
OooOo~! Spooky season may technically be over but it's never a bad time to play a horror game! Wait, is this a horror game? Well, it's moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the "middle ghosts" haunting a property then beat up the boss ghost! Yay for simplicity! What's not so simple is the wide array of items and weapons and nonsense you can buy most of which you'll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
----
Technical Notes:
------
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is "high resolution" compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! It's a lossless video file with no chroma subsampling (4:4:4). Essentially, it's a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native "square pixel" resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a "pixel perfect" output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this "pixel perfect" resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games I'm uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 'cause the screen will shrink a little in these videos!
About the Mega SG... It's a FPGA (Field Programmable Gate Array) based game system which to explain in layman's terms (BY a layman): It's a "chip" dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another "chip". Basically, if you can reverse engineer a genesis exactly, you can pretty much program this "chip" to behave like a genesis exactly. Which is what this is.
I'm playing in "Zero Delay" mode so the game is running marginally faster. 0.15%, to be exact. That's less than 1/7th of a single percent. I've also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandX's recommendations, I've enabled "YM2612 High Quality Mode" for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. It's essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games you'll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this won't happen. The only way to enable these "extra colors" is to blur the digital image and this certainly would not be "pixel perfect" as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness!

![06. [FPGA 4K] QuackShot (Genesis) - Great Duck Treasure Island
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Experienced Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45YP4HVy8IN0stGHJCUmwOm
Full Title: QuackShot Starring Donald Duck
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Donald finds a hidden treasure map among Uncle Scrooges books and does he share the find? Aw, phooey! That old bags got enough money as is! So Donald charters a plane and gears up for an adventure to claim it himself! With all the money he doesnt have!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 06. [FPGA 4K] QuackShot (Genesis) - Great Duck Treasure Island](https://i.ytimg.com/vi/l-f2bkuOebw/mqdefault.jpg)

![05. [4k60] Darq (PC) - Chapter 5
No Commentary / Blind Run / 4k60
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47Npz28houZEJDK9w9U6kv7
This chapter has THAT part. If you know, you know!
Looks like an monochromatically spooky time! The puzzles are fairly standard but get a twist due to the rotating nature of the game (which surprisingly isnt too overplayed). Its overall a short length and does not overstay its welcome. Definitely the kind of quick entertainment I was looking for!
Technical Notes
This game has fairly simple puzzles so everything is pretty much captured as played. I do make a couple cuts in later levels if its me just doubling back and fumbling around. And I THINK on the level with the horn-guy I spliced in my first encounter with him which is why you may see an item I used still in my inventory. Uh... also sped up a puzzle in the DLC. 05. [4k60] Darq (PC) - Chapter 5](https://i.ytimg.com/vi/l9Iwrm_518E/mqdefault.jpg)
![01. [RGB QHD] Final Fight (SNES) - Slum - Cody Run
No Commentary / Practiced Run / 1440p60 (4:3 Integer Upscale) / Hard Mode
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47Hgk7pIVGILWf8Jaqhhxzt
The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Originally an arcade game, Final Fight got a port to the SNES and was pretty decently done all considered! A whole level is missing and you can only play it in 1 player mode but you still get to throw your fists and squeeze the life outta some street punks all the same! I can only figure that Nintendo wanted to show they can have cool arcade games on their console as well because thats were the Sega Genesis really shined!
Im gonna play as Cody because he reminds me a lot of my go-to-character in Streets of Rage, Axel, apparently not just in looks but moves as well! No flaming uppercut though. Just some weird spinning kick you can throw out if in trouble for a tiny sliver of life.
Speaking of life, the enemies on this game can hit HARD. The weaker ones will stunlock you so if you dont use the spinkick to break out youll take a ton of damage, and its not uncommon for some enemies to regularly take a 4th to HALF your life in a single strike. Some bosses will do even more than that.
Since getting hit hurts in such a big way, the name of the game this time around is crowd control. Learning your attacks reach and how to keep everyone on one side is what will win this. One move youll overuse and abuse is your basic attack combo. It outreaches most enemies and does a good amount of damage. You can also interrupt it after the second strike by holding a direction on the d-pad to toss the punk over your shoulder knocking down everyone in your way and granting momentary invulnerability.
Crowd control!
Once you get the rhythm down the game can be rather simplistic but any slip up can punish you very badly so your attention is maintained. Bosses can be super cheap and evil hitting stupid-hard, overriding your attacks, and having invulnerability after being hit but once learned arent the worst thi g in the world. Mess up and youll easily eat through a whole continue though! And these continues send you back to the start of a round, yaaay. (If you start in area with less than 5 lives it may be better sacrificing them to start over.)
Gonna also quickly mention the horrible slowdown this game can have. If there are too many enemies and items/containers on screen the game can struggle to keep pace AND eat your button inputs in the process. This is the worst thing ever. They try to mitigate this problem by limiting to 3 enemies on screen but even this isnt always enough.
Also many item containers have randomized contents meaning you might only heal 1/10 your hp instead of 3/4. Or maybe therell be nothing at all!
Another piece of info that comes to mind is your special panic button attack doesnt come out if you attempt it after another attack. It treats it as another attack. Indefinitely. You either need to wait a moment beforehand or get hit before the special will be a special and not an attack.
Thats all for now. Probably will talk about bosses in the next videos, this first guy isnt too complicated.
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct.
I went for a 4:3 output with pixel perfect sharpness via integer upscales. The video is compressed losslessly so no definition is lost.
256 x 224 - internal SNES resolution (8:7)
256* 7 = 1792 / 4 = 448
224* 6 = 1344 / 3 = 448
1792 x 1334 = 4:3
So you can fit the nearest neigbor upscales in a 1440p frame and suffer no interpolation and have it in 4:3!
***More details potentially pending.*** 01. [RGB QHD] Final Fight (SNES) - Slum - Cody Run](https://i.ytimg.com/vi/mCL5c0LMjD8/mqdefault.jpg)


![01. [FPGA 4K] Wario Land: Super Mario Land 3 - All Treasures! - World 01: Rice Beach
No Commentary / 4k60 (x15 Integer Upscale) / Experienced Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45ZPut_wX53gpziSb7z1vEe
This is being played on an AnaloguePocket FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
(Wario didnt have time to tell you all about his amazing adventure so he made this video instead. Maybe therell be a description here later!)
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Watch in 4k if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 160 x 144 resolution, the native resolution of Game Boy, and then integer upscaled x15 times to 2400 x 2160 for a clean 4k display!
About the Analogue Pocket: Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a Game Boy exactly, you can pretty much program this chip to behave like a Game Boy exactly. Which is what this is.
Ive turned off Frame Blending in the options because it overall softens the picture with the minimal benefit of making transparencies not flicker. Ive also chosen not to use the really cool video mode which makes it look like a Game Boy Screen because that would mess up the lossless video Im capturing. I can always add a filter later if I want to! 01. [FPGA 4K] Wario Land: Super Mario Land 3 - All Treasures! - World 01: Rice Beach](https://i.ytimg.com/vi/meCBEbeQrvM/mqdefault.jpg)
![03. [FPGA 4K] Ghostbusters (Genesis) - Woody House
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
I aint fraid of no ghosts!
OooOo~! Spooky season may technically be over but its never a bad time to play a horror game! Wait, is this a horror game? Well, its moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the middle ghosts haunting a property then beat up the boss ghost! Yay for simplicity! Whats not so simple is the wide array of items and weapons and nonsense you can buy most of which youll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 03. [FPGA 4K] Ghostbusters (Genesis) - Woody House](https://i.ytimg.com/vi/meIKplrzyxk/mqdefault.jpg)
![05. [FPGA 4K] Greendog: The Beached Surfer Dude! (Genesis) - Saba
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio
Playlist: https://youtube.com/playlist?list=PL7IEN-HGlR46qtK2RTc0uUIjF4NczHxVa
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Surfs up dude! Or not. Greendog has lost his ability to rip waves until he can find all the pieces to some randon aztec treasure because... plot? I dunno! Just listen to his beach babe, Bambi. Shell fill you in!
Greendog is a rather simplistic platformer made by the US branch of Segas game development teams probably trying to create another cool pseudo-mascot. And who wouldnt fall in love with the faceless beach bum? (Many people. Many.)
Games alright and has its place as a part of the odd history of Sega!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 05. [FPGA 4K] Greendog: The Beached Surfer Dude! (Genesis) - Saba](https://i.ytimg.com/vi/mkmgmsDJiP0/mqdefault.jpg)
