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No Commentary / 4k60 (DMG Upscale) / Experienced Play Playlist: • [FPGA 4K] The Castlevania Adventure **This game is FULL of bad scrolling and graphical artifacts. Maybe the amazing music will distract you from the rushed programming!** This is being played on an "AnaloguePocket" FPGA game console allowing for clear output in sound and audio! Details below in Technical Notes! ---- I've replayed this title in "Original DMG" display mode because it better replicates the look and feel of the Game Boy, the only available way to play it on release. As mentioned above, this game has issues but it was my first title on the system so I didn't mind! Except the ignored whip/jump inputs could be a bother. ...and the slow pacing. And the weird physics. I still loved it. Technical Notes: ------ The Analogue Pocket has a native display resolution with a height of 1440 pixels. The dock supports heights of 480, 720, and 1080. To avoid interpolation of the gridlines and other screen effects I set the dock to 720p which cleanly divides into 1440. In OBS Studio, my capture software, I've upscaled the image using point/nearest neighbor with an integer scale of 3 making the new height 2160 pixels, the height of a 4K video. No interpolation was needed to get this clean copy. The "Frame Blending" option, which helps prevent the flickering of transparency effects by mimicking the screen blur of the handhelds, has been disabled. This is because the "Original DMG" display mode actually helps a bit with the transparency effects already so the added blur isn't worth considering. About the Analogue Pocket: 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 Game Boy exactly, you can pretty much program this "chip" to behave like a Game Boy exactly. Which is what this is.