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|    rec.games.video.sega    |    All Sega video game systems and software    |    13,461 messages    |
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|    Message 11,567 of 13,461    |
|    Scott H to All    |
|    Working on SSF screenshots, resolution q    |
|    21 Sep 06 16:14:42    |
      From: weaponx013@yahoo.com              I am trying to confirm the in game resolution of the Saturn titles I       have screenshots of, and I'm having a little bit of trouble with SSF.       Apparently the Emulator insists on doubling the screen resolution if       either the vertical or horizontal resolution is half of 640x480. In       screenshots this is resulting in either 704x480 or 704x448. This leaves       a wide variety of possibilities for what the original resolution could       have actually been. The Saturn's resolutions were:              Non-interlaced NTSC: 320X224, 320X240, 352X224, 352X240, 352X256,       640X224, 640X240, 640X256, 704X224, 704X240, 704X256              Interlaced: 320X448, 320X480, 352X448, 352X480, 640X448, 640X480,       704X448, 704X480              It seems obvious that 352xXXX was the most common resolution, as I       haven't come up with any screenshots which doubled the vertical       resolution to 640, everything as been 704 so far. That is, of course,       assuming that the resolution wasn't actually 704x240 or 704x224 in       certain games which appear to be "low resolution". It's the horizontal       resolution that's even more confusing, especially with that interlaced       screen option thrown in there. I was hoping to confirm resolutions, but       without more information on how this emulator works, or better yet a       setting change to have it take screenshots in original resolution, it       doesn't look like that's going to happen.              On the upside of things, I was able to correct one of my statements.       Dead or Alive is not, after all, using transparency in the explosions.       It seems that old Joe Ottoson was right, that the 704x480 resolution of       that game caused the dithered pixels to be small enough for the       explosions and smoke to appear transparent. This was impossible to see       on a TV set, or with video capture software and S-video, so it is nice       to know what was actually going on in the background. That aside, I       have also confirmed that Burning Rangers, Sonic R, NiGHTs and Grandia       were producing true transparency, and that Dead or Alive, Fighter's       Megamix and Last Bronx were actually animating the characters at 60FPS       by using interlaced horizontal fields to display them (screenshots show       interlacing only in these games).              --       Scott              http://www.gamepilgrimage.com              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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