//=time() ?>
@Foone A lot of the late-period C64 games would do something similar. They'd use hi res mode solely for the player character, overlaying multiple sprites to get around the color limitations of that mode (that is, 1 color + transparency)
@dosnostalgic @lazygamereviews I've seen those bugs in a collection of 3D renders from the mid 90s.
No sign of that particular image though... maybe that halfassed cover art is the only place in the world where it's preserved.
Specifically from "3D Images (Weird Science & PDSoft)" and "Amiga GIGA Graphic CDs 1-4", pre-World Wide Web image collections.
Trying to cherry pick images that look vaguely like Mario could be running through them.
It's interesting that bright, saturated colors and raised blacks in indie pixel art - a look created out of necessity in the GBA era to compensate for a dark screen - never went away after backlit portables replaced it.
taking another crack at an ESRGAN model designed for the DKC series
this model is trained on vintage 3D renders, with color banding applied to the LR tiles. unsure which degree of banding produces the best results, or whether to train a 4x model and downscale the SR photos
i've found every possible conversation topic in Facade., years after the game was relevant. https://t.co/895BLCRqKr
a standalone version of style2paints has been released. It's an AI-based tool for coloring B/W sketches, optimized for anime style faces. needs an nvidia GPU for best performance.
https://t.co/uMhr9PIg3o
(sketch source: https://t.co/Mx6dM6i4ZN)