Uploaded January 2024 | Updated September 2026, 2 weeks ago
Final Fantasy VI: The Interactive CG Game, AI Upscaled in Topaz GigaPixel AI v6.3.3 from 300x180 (after cropping) to 1800x1080. Upscaling any further falls back on traditional methods and tends to introduce an inaccurate image compared to what we know it should "look like".
My process is as follows:
1. Legally obtain Siggraph '95 works Disc/ROM (even though it says not for resale lol)
2. Dump it, and export the frames into .bmp and audio into .wav using jPSXdec
3. Batch crop frames using Photoshop 2021 and export as .tif without the CMYK color profile.
4. Import all 5,059 frames into GigaPixel AI, tune, and export frames.
5. Wait.
6. Import all 5,059 upscaled frames and audio into Vegas Pro 15. Export as AVI with uncompressed and "best" selected at 14.985 FPS.
Some notes:
GigaPixel not support CMYK is unfortunate. The frames with that profile tend to display a lighter image with black dominating less of the color palette.
The recording itself is ran at a lower resolution than the machine it's running on, so cropping is necessary and results in the low quality of the source.
This will be one of several videos relating to this CG game. This one is a high quality restoration of the original, meant purely as an increase in resolution. I plan to upload a lower resolution (still higher than source, likely 480p-720p) but higher framerate version to demonstrate how it may have looked in person or in the sixth generation. I then plan to round this off with a version that's at base resolution and same framerate but cropped and with the best audio. Essentially, it would be what's on the disc without the weird cropping and with uncompressed audio.
Overall, I'm really happy with how this one turned out. The brightness levels are acceptable and it's surprisingly clear! I'm tempted to run it through and make it either 30 or 60 FPS and potentially make a fourth video. The only thing preventing me from doing one giant video with all versions is the current lack of storage on my part.
jPSXdec: github.com/m35/jpsxdec
Final Fantasy VI: The Interactive CG Game, AI Upscaled in Topaz GigaPixel AI v6.3.3 from 300x180 (after cropping) to 1800x1080. Upscaling any further falls back on traditional methods and tends to introduce an inaccurate image compared to what we know it should "look like".
My process is as follows:
1. Legally obtain Siggraph '95 works Disc/ROM (even though it says not for resale lol)
2. Dump it, and export the frames into .bmp and audio into .wav using jPSXdec
3. Batch crop frames using Photoshop 2021 and export as .tif without the CMYK color profile.
4. Import all 5,059 frames into GigaPixel AI, tune, and export frames.
5. Wait.
6. Import all 5,059 upscaled frames and audio into Vegas Pro 15. Export as AVI with uncompressed and "best" selected at 14.985 FPS.
Some notes:
GigaPixel not support CMYK is unfortunate. The frames with that profile tend to display a lighter image with black dominating less of the color palette.
The recording itself is ran at a lower resolution than the machine it's running on, so cropping is necessary and results in the low quality of the source.
This will be one of several videos relating to this CG game. This one is a high quality restoration of the original, meant purely as an increase in resolution. I plan to upload a lower resolution (still higher than source, likely 480p-720p) but higher framerate version to demonstrate how it may have looked in person or in the sixth generation. I then plan to round this off with a version that's at base resolution and same framerate but cropped and with the best audio. Essentially, it would be what's on the disc without the weird cropping and with uncompressed audio.
Overall, I'm really happy with how this one turned out. The brightness levels are acceptable and it's surprisingly clear! I'm tempted to run it through and make it either 30 or 60 FPS and potentially make a fourth video. The only thing preventing me from doing one giant video with all versions is the current lack of storage on my part.
jPSXdec: github.com/m35/jpsxdec





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Obviously, this isnt real 4K. The goal here is to make image look better than it was, maybe even like a seventh generation tech demo e.g. FF7.
All scene transitions are made to match the games version of the movie as closely as possible.
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Spoiler alert.
This is not emulated. This is not some overpriced SNES-to-HDMI adapter.
This is The Legend of Zelda: A Link to the Past running natively on Windows. It is ~70-80k lines of C code compiled into an executable that boots straight into the game. If it isnt obvious this is unofficial. No, I cannot give you the game as that is illegal.
Fortunately, Github links to relating projects are not: https://github.com/snesrev/zelda3
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Timestamps:
[00:00] - Intro
[00:18] - Fish Secret
[02:14] - Flute Boy
[05:07] - Freeing the Duck
[05:53] - Master Sword
[06:28] - Dwarven Swordsmiths Reunited
[08:34] - Mad Batter
[09:14] - Misery Mire Entrance
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