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Author Topic: SF3 16/9 image ratio : which and how ?  (Read 483 times)

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Offline Khwadj

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SF3 16/9 image ratio : which and how ?
« on: March 17, 2010, 08:33:10 AM »
Hi,

I'm pretty new to MUGEN, I've read quite a lot and still am. My first problem is rising.
So I wanna keep original features from SF3, and I'm trying to understand this game's image ratio. As you may know, this game is designed in a 16/9 image ratio, and that image is compressed in a 4:3 image ratio, which leads to ingame character sprites looking taller than the actual original image sprites.
Zweifuss has ripped them from their original image ratio (16/9), and I usually keep this ratio while playing on CPS3 emulator, because it feels better to me. I don't remember how it's originally rendered on an arcade cabinet and will be looking to that in a few days when I have time.

My final project here is to stick an PC in a arcade cab, which will be using a 4:3 screen, to run a personnal MUGEN. But for now, as I'm still discovering MUGEN, I try to stick to the 16/9 ratio as far as possible. I might change my mind...or not.



So let's take as an example Dudley's 2I stage.

here's a screenshot of normal 16/9 view (taken whith CPS3 emulator)

http://www.batiga.com/Khwadj/stage-dudley2I-arc.jpg

I've downloaded a version of this for MUGEN.Here's what it's look like.

http://www.batiga.com/Khwadj/stage-proportions.jpg

As you can immediately see, that's 4:3. Or course, MUGEN was running at 640x480. Now if I switch to 16/9 (854x480 or double), the image shown is roughly the red rectangle, whereas the green one represent the desired battle area.

I can't get this result properly. I came up whith a few solutions:

- I can redraw this stage, lower its size, compensate the botton loss so that my 854x480 image will show me the good portion of the stage.The "green rectangle image" will then fit in the "red rectangle zone". If I do that, I think I'll have to do every character according to that scale. Might take years, I wanted to start with already made characters and work on them to save said years.

- Mugen (RC6) in 640x800, PLUS the resolution in the video section set to 854x480 (16/9). This put everything on the left size of the screen, leaving a black rectangle on the right. When fight begins, we have this :
http://www.batiga.com/Khwadj/mugen000.png
IMO, this would imply a lot of moving objects, the center would have coordinates differents than (0;0). Plus, this solution creates empty zones on the edges of the fighting scene, which should be compensable once the re-coordination rules have been found. I don't know how crappy this solution is.

I'm still looking for something, but any comment or idea is welcome.

Thanks

Kh



Offline ATiC3

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Re: SF3 16/9 image ratio : which and how ?
« Reply #1 on: March 17, 2010, 09:23:13 AM »
Yeah, MUGEN 1.0 or MUGEN Plus is your best bet for this. I would use MUGEN Plus, because 1.0 is still in the Release Candidate stages... so... it may grow much more over time... that's just my opinion anyways.

Anyways, yeah with MUGEN plus... you may have to stretch the stage a little bit... You may also want to add super jump to your stages... There should be a tutorial in the tutorials section in this forum if you're not sure how.
 

Offline Khwadj

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Re: SF3 16/9 image ratio : which and how ?
« Reply #2 on: March 17, 2010, 10:59:18 AM »
Thanks for the answer, I'll give it a try asap (hopefully tonight), although right now I wonder why this would make MUGEN react differently on a low res stage.

Thanks for the super jump information, I thought it was only character dependant. Anyway, I go slowly from one step to another :)

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