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Even playing Crisis Core on an emulator, though, it was clear some parts of its presentation, like the text, didn't hold up on a bigger, higher-res screen. Unfortunately, upscaling an entire game isn't as easy as feeding a bunch of jpgs to an AI and letting it work its magic. And Crisis Core has a lot of textures with transparency. Unfortunately that resulted in some very poor upscales. That meant that much of the work on the Crisis Core Upscale Project had to be done by hand.
Thankfully, Qualls wasn't taking it on solo. He made his project open source, and two other members of the Qhimm. Working with Qualls, modders Devina and Zakkura have upscaled something like 6, textures to 4x their original resolution, sometimes creating textures from scratch if the original source couldn't upscale well. Hopefully when people use our project, they'll see something resembling a PS2 game at least, since a lot of the textures in the game are very Nintendo like.
Devina pointed out that Crisis Core's textures include some strange choices or oversights, like spelling Nibelheim "Mibelheim. Even before it's done, this is likely to be the definitive version of Crisis Core for years to come. That direction was a deliberate choice for Qualls, who said after playing Crisis Core, he actually didn't love the game.
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