How to "Calculate Zoomout and Camera Bounds" & "Convert a MUGEN Stage to Widescreen"
These tutorials helped me with converting my MKvsSF3 Battleground stage (http://www.infinitymugenteam.com/Forum_345/index.php?topic=44795.0) to Widescreen.
Some of his calculations may be a bit off for your stage.
You will just have to do your best to go along, and if your stage is a bit off, you'll just need to recalculate a bit.
Every stage is different. I hope these tutorials help you!
The videos have sadly been removed by both youtube, it looks like... :(
It looks like at least one of the videos was documented, though...
[Calculating Zoomout and Camera Bounds]
Original Uploader's method
~ Get your stage dimensions ~
~ Document by Original Uploader ~
If stageheight or stagewidth < 1024
stageheight = stageheight * 2
stagewidth = stagewidth * 2
else
stageheight = stageheight
stagewidth = stagewidth
if stageheight < stagewidth
zoomout = 480 / stageheight
boundleft and boundright = (stagewidth - (640 / zoomout)) / 4 #boundleft must be a negative value
boundhigh = 0
zoomin = 1
else
zoomout = 640 / stagewidth
boundhigh = stageheight - (480 / zoomout) #boundhigh must be a negative value
boundleft/right = 0
My method
Step 1: In "[Camera]" section, add/change:
Comment out "verticalfollow"
Add "zoomin = 1"
"zoomout = "
"cuthigh = 35"
"cutlow = 25" lines
To calculate zoomout, stagewidth * 2 -> 640 / new stagewidth.
(You may have to play around with this value a bit, to get it to your liking. It has not been exact for me, ever. "Zoomout = 0.25" will zoom your stage much further out than "Zoomout = 0.75.")
Boundright & Boundleft is stagewidth * 2 - 640 / zoomout / 4
(This is another value that has to be played with. Sometimes it has been / 9 instead of / 4 for me, for example. Again, not an exact equation, as you need to account for how you want your stage to look. Some stages can have max widths, some cannot, if they want to make it look good.)
[Converting a Stage to Widescreen]
Step 1: Under [StageInfo], add/change "localcoord" to "localcoord = 320, 180"
Step 2: Change "zoffset" to how you want it.
Step 3: Realign ALL of your sprites in Fighter Factory's "Alignment Tool." If your original zoffset was 250, and your new offset was 225, then Alignment Tool -> Select All -> Y = 25 -> Apply
(You MAY have to click apply twice for some stages that use the HiRes feature with localcoord)
Hope this helps! :)