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|    rec.games.video.sega    |    All Sega video game systems and software    |    13,461 messages    |
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|    Message 11,568 of 13,461    |
|    Scott H to Scott H    |
|    Re: Working on SSF screenshots, resoluti    |
|    21 Sep 06 16:27:06    |
      From: weaponx013@yahoo.com              Scott H wrote:       > 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).       >              Correction, Black Dawn ends up being 640x480 when the screen is doubled,       which is consistent with the PS1 version's 320x240 actual resolution.       Also, I got my horizontal and vertical backwards. ;)                     --       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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