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Question on Hardware Stretch and -artworkfilledges (for SirP or others)

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Tiger-Heli:


--- Quote from: Howard_Casto on June 30, 2004, 08:23:21 pm ---
--- Quote from: SirPoonga on June 30, 2004, 12:31:18 am ---
--- Quote from: Howard_Casto on June 29, 2004, 10:17:13 pm ---16:9 (capcom titles, battletoads and a few others)

--- End quote ---

Hehe, old argument between HC and me.  I think Battletoads is meant for 4:3, at 16:9 the text is squished and other things look fugly.  But HC said he say a 16:9 battle toads, I assume that is a weird prototype.  I played on a real battle toads game quite abit in high school and it was 4:3.

--- End quote ---

Nope, the operator had it adjusted wrong.  Operators don't read manuals so they pretty much adjust everything to 4:3 regardless of if it's the proper aspect.  

--- End quote ---
Isn't it possible some Battletoads had wide-screen aspect monitors and some had standard, and the output was scaled to 4:3 or 16:9 by the operator depending on the monitor in the cabinet?

Tiger-Heli:


--- Quote from: SirPoonga on July 01, 2004, 12:32:23 am ---Ok Tiger, I know all the calculations, I've done them several hundred times.  I still don't get whatyou are trying to do?

--- End quote ---
I think those were new slightly different calculations . . .

I'm not sure how to explain it more clearly -

Run Galaxian - The aspect ratio is approx the same with artwork on or off (445x600 off, 475x600 on).

Run Gyruss - The aspect ratio is 445x600 artwork off, approx 383x510 with keep aspect on, approx 400x600 with -keepaspect off.

Basically: -filledges shows the entire width of the bezel artwork, so if the bezel is WIDE compared to the game screen, the following problems occur:

if -keepaspect is selected, the width of bezel plus game screen is greater than the height of the game (by more than the 4:3 ratio (screen resolution, not game display  i.e the total display area is 800x600, the game display is usually 450x600.) so the game gets squished vertically with black horizontal bands top and bottom.

if -keepaspect is not selected, the -artworkfilledges still shows the edge-to-edge width of the bezel so the entire display is now full screen, but the game image gets squished horizontally to accomodate the wide bezel.

What I would like to see (works this way now except for games with wide bezels relative to the width of the game screen mask):

All games screen images display at 450x600 (with -800x600 resolution) with -artworkfilledges turned on or off.

The bezel artwork just fills in the remaining area without scaling.  For narrow bezel games (Centipede), there are black vertical borders, b/c the bezel is not wide enough.  That's ok.  For wide bezel games, instead of trying to fit the entire bezel in the game, -artworkfilledges should just show the portion of the bezel that fits the remaining screen area - cropping off the left and right outer edges.

Maybe 1943 will be a better example -

Run the game without artwork and it displays at 445x600, essentially 450x600.

Run the game with -artworkfilledges and -keepaspect, and the game and bezel gets squished vertical (total 800x550, game 411x550), the 4:3 aspect ratio is preserved, but the game is not full screen vertical.

Run the game with -artworkfilledges and no -keepaspect, and the game and bezel are full screen, but the game screen is displayed at 412x600, basically, the game gets squished horizontally to accomodate the wide bezel.

What I would like is a setting where the game will display at 450x600, and the remaining art will be cropped to fit in the remaining 175x600 on each side - so in the case of 1943, on the left side of the bezel, you might lose the red border outside of the yellow text area, or even the first few words closest to the left margin, but the game would be full screen vertical and proportional.

Hopefully you got it now!

SirPoonga:

sorry for the stupidity question, but I haven't dealt with this in awhile.  how are you getting the screen dimmensions?

Hmm, as far as I rmember artwork fill should crop the bezel too.  Man, I am going to have to download nonamemame now!  It might be a few weeks until you get an answer as I am on modem right now and I iwll have to download source and binaries and the development utils.  Unless someone wanted to make me a CD and send it to me :)

Tiger-Heli:


--- Quote from: SirPoonga on July 01, 2004, 01:12:39 pm ---sorry for the stupidity question, but I haven't dealt with this in awhile.  how are you getting the screen dimmensions?

--- End quote ---
-800x600 is specified in MAME.  Gridle posted and we can calculate that if the game is 600 pixels tall, at a 4:3 aspect ratio, it should be 450 pixels wide.

For everything, else - I run MAME, hit PrintScreen, paste into Irfanview, and then select the area and look at the selection window dimensions.

For stuff without artwork, I use the border of the game info screen as black gamescreen on a black background would be tough to pick out.

It could be off by 4-5 pixels depending on how I place the selection window, but it's pretty close.

SirPoonga:


--- Quote ---Run the game without artwork and it displays at 445x600, essentially 450x600.
--- End quote ---
I assume you mean without keepaspect also?

So you are trying to display the games at native resolution (which isn't how they were displayed in the arcade) and have the cropped artwork to fill the screen?


woohoo, I got a friend of mine that will burn and mail me everything I need to look at this again :)

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