It's all about integer scaling. Modern high rez screens give you a lot more options for playing these old low rez titles properly.The Pocket's 3.5", 1600 x 1440 resolution, 615 dpi LTPS LCD display frankly seems like a bit of overkill, considering the Game Boy Advance topped out at 240 x 160 and about 100 dpi.
It's all about integer scaling. Modern high rez screens give you a lot more options for playing these old low rez titles properly.The Pocket's 3.5", 1600 x 1440 resolution, 615 dpi LTPS LCD display frankly seems like a bit of overkill, considering the Game Boy Advance topped out at 240 x 160 and about 100 dpi.
1440 / 160 = 9 so you'll get properly crisp pixels in the correct aspect ratio.
They could even add shadow effects to simulate the old non-lit LCD under the sunIt's all about integer scaling. Modern high rez screens give you a lot more options for playing these old low rez titles properly.The Pocket's 3.5", 1600 x 1440 resolution, 615 dpi LTPS LCD display frankly seems like a bit of overkill, considering the Game Boy Advance topped out at 240 x 160 and about 100 dpi.
1440 / 160 = 9 so you'll get properly crisp pixels in the correct aspect ratio.
At that resolution you could even leave a line of pixels blank in between to emulate the old pixels that had a little bit of a gap between them too! Would look really nice I think.
Unlikely since they aren't doing emulation, unless they can also add super game boy and SNES support into it. They already have a SNES product, so it's possible if they're using the same FPGA chipI wonder if it will support super gameboy pallets and borders?
I'd love to be able to play Donkey Kong 94 with full super gameboy support.
Here's what that would look like:At that resolution you could even leave a line of pixels blank in between to emulate the old pixels that had a little bit of a gap between them too! Would look really nice I think.
They're using the same FPGA chip. It's also got a second FPGA that's accessible to developers, so things that aren't supported out of the box could conceivably be built for that by someone else.Unlikely since they aren't doing emulation, unless they can also add super game boy and SNES support into it. They already have a SNES product, so it's possible if they're using the same FPGA chipI wonder if it will support super gameboy pallets and borders?
I'd love to be able to play Donkey Kong 94 with full super gameboy support.
They're using the same FPGA chip. It's also got a second FPGA that's accessible to developers, so things that aren't supported out of the box could conceivably be built for that by someone else.
That would mean non-integer scaling for the thing this was actually designed for though, so I'm glad they didn't do that.Re: resolution: too bad they didn’t go slightly higher for 2048x1568, which would allow displaying NES/SNES games at their ideal aspect ratio with 8x7 pixels. Still pretty kickass display though.
Considering the price tag of their existing products I have to say I’m surprised that this one will be “only” $200, though? Especially given that screen and the two cores?
Palettes and borders might be doable, but "full Super Game Boy support" -- border animations, the SGB UI, Space Invaders compatibility, etc. -- would require simulating an actual Super NES with a Super Game Boy ROM. That won't happen out of the box, though I'm curious whether it would be possible with a custom core on that second processor.I wonder if it will support super gameboy pallets and borders?
I'd love to be able to play Donkey Kong 94 with full super gameboy support.
Here's what that would look like:At that resolution you could even leave a line of pixels blank in between to emulate the old pixels that had a little bit of a gap between them too! Would look really nice I think.
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I think they chose the resolution based on what works best with most of the systems rather than just one system. 1600x1440 is exactly ten times the resolution used by the Game Boy and Game Gear on both axes. It also fits well with the Lynx's 160x102 resolution, since it matches perfectly on the horizontal axis and still fits along the vertical.That would mean non-integer scaling for the thing this was actually designed for though, so I'm glad they didn't do that.Re: resolution: too bad they didn’t go slightly higher for 2048x1568, which would allow displaying NES/SNES games at their ideal aspect ratio with 8x7 pixels. Still pretty kickass display though.
There's no one resolution that will allow every different system to be perfectly displayed, but if you gotta pick one for this system Game Boy Advance feels like the one to get right, and let everything else work around it.
They could even add shadow effects to simulate the old non-lit LCD under the sunIt's all about integer scaling. Modern high rez screens give you a lot more options for playing these old low rez titles properly.The Pocket's 3.5", 1600 x 1440 resolution, 615 dpi LTPS LCD display frankly seems like a bit of overkill, considering the Game Boy Advance topped out at 240 x 160 and about 100 dpi.
1440 / 160 = 9 so you'll get properly crisp pixels in the correct aspect ratio.
At that resolution you could even leave a line of pixels blank in between to emulate the old pixels that had a little bit of a gap between them too! Would look really nice I think.
It's fine if you prefer an FPGA-based retro console, but that doesn't mean that emulator-based ones shouldn't exist. Saying that the only things that "should exist" are things that personally appeal to you is myopic.This is the ONLY kind of retro gaming console that should exist, emulators running on cheap shitty ARM SOCs have no value because you can easily run all of those on any computer including your watch or graphing calculator, what's the point?
If I'm serious enough to buy an actual piece of hardware just for retro gaming, it should at least have some craftsmanship and work like the original.
The Analogue Pocket in no way is going to be more powerful than the Nintendo Switch. The FPGA chips are great for simulating old CPUs and GPUs, but in terms of raw performance, they're terrible.Also, isn't it stupid that this thing probably has better hardware than a modern Nintendo Switch?
They don't infringe on any trademarks, any hardware patents have long since expired, and they don't use any copyrighted BIOS code from the original hardware, so they're perfectly legal clone machines.What's the legal status of this kind of console? I guess it is a general computing tool that can also be programmed to run these games?
Yeah, I recently got a refurb GBA SP, and while that screen is gorgeous, it's not nearly as comfortable to hold as a GBA (or other landscape systems like the DS/3DS and PSP).If only they had chosen the original (landscape) GBA form factor instead of the (portrait) GB.
Much easier to hold, easier on the wrists, and leads to much less cramping overall. And would be easier to add/access shoulder buttons.
Any patents Nintendo owned on the Game Boy hardware are expired. (Same goes for Atari and the Lynx, Sega and the Game Gear, etc.) Reverse engineering an electrical circuit and reimplementing that circuit in software is not illegal.What's the legal status of this kind of console? I guess it is a general computing tool that can also be programmed to run these games?
Day 1 purchase. So excited.
If that second fpga is strong enough to run snes/genesis this thing will be the end all of portable consoles for me.
They address the BIOS question at the bottom of the product page:They don't infringe on any trademarks, any hardware patents have long since expired, and they don't use any copyrighted BIOS code from the original hardware, so they're perfectly legal clone machines.What's the legal status of this kind of console? I guess it is a general computing tool that can also be programmed to run these games?
Analogue Pocket does not operate utilizing preexisting bios files from any other entities. Analogue engineers everything from scratch, in house.