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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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