Cave PCB's - Aspect Ratio's
Cave PCB's - Aspect Ratio's
Maybe a silly question (I know).
What is the correct aspect ratio for Cave games (PCB) -
I have both PGM and SH3 boards.
I play them on a plasma (rotated to vertical).
The screen allows adjustments of both horizontal and vertical (size and position).
I assume the answer is 3:4 (but SH3 harware seems to display in a wider aspect ratio than this).
Steve
What is the correct aspect ratio for Cave games (PCB) -
I have both PGM and SH3 boards.
I play them on a plasma (rotated to vertical).
The screen allows adjustments of both horizontal and vertical (size and position).
I assume the answer is 3:4 (but SH3 harware seems to display in a wider aspect ratio than this).
Steve
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Is there another version of progear? It should be the same as any other CPS2 game. As far as I know, none of them are meant for widescreen as there haven't really been any widescreen cabinets until very recently and CPS2 is relatively old hardware.PC Engine Fan X! wrote:And isn't the CPS2 version of Progear No Arashi supposed to properly adjusted to 16:9 widescreen format,
The oddity with CPS2 games is that they do not have square pixels, so at 4:3 some sprites look squished if the artists did not take this pixel aspect into account. Some of the art in progear (and dimahoo) looks like they assume square pixels....but the game hardware was definitely meant for standard 4:3 aspect.
Indeed, CPS2 games look very wide:
http://www.mameworld.net/maws/romset/progearj
So does CPS1 games:
http://www.mameworld.net/maws/romset/3wonders
Doesn't "feel" stretched when I run them from MAME on an LCD monitor. However, when I played Three Wonders on my 20" arcade monitor (4:3) lately, it didn't look at all squished. Haven't played any vertical CPS games (except for MAME) on arcade screens though.
Emph
http://www.mameworld.net/maws/romset/progearj
So does CPS1 games:
http://www.mameworld.net/maws/romset/3wonders
Doesn't "feel" stretched when I run them from MAME on an LCD monitor. However, when I played Three Wonders on my 20" arcade monitor (4:3) lately, it didn't look at all squished. Haven't played any vertical CPS games (except for MAME) on arcade screens though.
Emph
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
I know it might not be natural from the hardware point of view, but in my opinion, Progear is 100% better when played in native 12:7 aspect ratio. It doesn't just look correct that way, it also feels as if you have more room horizontally (because the bullets and enemies aren't squished anymore).
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Yeah. These "squished bullets" made me crazy, too. It adds to the slighty awkward feeling this game has.moozooh wrote:I know it might not be natural from the hardware point of view, but in my opinion, Progear is 100% better when played in native 12:7 aspect ratio. It doesn't just look correct that way, it also feels as if you have more room horizontally (because the bullets and enemies aren't squished anymore).
Progear is definitely a widescreen game. Only the character select screen is made for 4:3. Horizontal/vertical bullet and ship speed is negatively affected if you do not adjust your display for widescreen.
Of course CPS2 is made for standard 4:3 arcade monitors, but I believe Cave didn't understand CPS2, and made the game for CPS2's native wide original aspect ratio (which is not 4:3 for some insane reason).
Dimahoo is an off one, if adjust for widescreen items are the correct shape but gameplay is correct at 4:3.
Dimahoo should be played at 4:3
Progear should be played at 16:9
Of course CPS2 is made for standard 4:3 arcade monitors, but I believe Cave didn't understand CPS2, and made the game for CPS2's native wide original aspect ratio (which is not 4:3 for some insane reason).
Dimahoo is an off one, if adjust for widescreen items are the correct shape but gameplay is correct at 4:3.
Dimahoo should be played at 4:3
Progear should be played at 16:9
Hail Atlantis!
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For ResOGlas,ResOGlas wrote:Progear is definitely a widescreen game. Only the character select screen is made for 4:3. Horizontal/vertical bullet and ship speed is negatively affected if you do not adjust your display for widescreen.
Of course CPS2 is made for standard 4:3 arcade monitors, but I believe Cave didn't understand CPS2, and made the game for CPS2's native wide original aspect ratio (which is not 4:3 for some insane reason).
Dimahoo is an off one, if adjust for widescreen items are the correct shape but gameplay is correct at 4:3.
Dimahoo should be played at 4:3
Progear should be played at 16:9
So you're saying that CPS2 Progear will look at it's best on such a true 16:9 aspect ration widescreen setup compared to the traditional 4:3 CRT monitor based setup?
Makes me wonder why Cave just didn't go with such native 4:3 aspect ratio as with most CPS2-based games with it's Progear game.
Did Cave get snagged up on some aspect ration problems when first developing Progear, hence it's current 16:9 widescreen setup?
PC Engine Fan X! ^_~
It's 12:7, actually. The reason is that CPS2's native resolution is 384x224, which is then stretched to fill a 4:3 screen. Cave's graphic artists likely weren't aware of that when they were drawing sprites for the game, so they made square-pixel images that got stretched vertically.
The stretching is most probably done to conserve resources, since 384x288 (110.5k true pixels) is bound to deliver a greater performance hit compared to stretched 384x224 (86k true pixels).
The stretching is most probably done to conserve resources, since 384x288 (110.5k true pixels) is bound to deliver a greater performance hit compared to stretched 384x224 (86k true pixels).
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
CAVE PGM games have a resolution of 448x224.
rtw
rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work
It might be incorrect, I found the info in the MAME pgm.c source code.Steve wrote:448 x 224 is a 2:1 aspect ratio
That dosn't seem right ?
rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work
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GaijinPunch
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I fired up DDP2 in MAME.
If I make a screenshot using F12 I get an image of: 448x224
If I minimize the window and make a snapshot of the playing field I get: 320x224
rtw
If I make a screenshot using F12 I get an image of: 448x224
If I minimize the window and make a snapshot of the playing field I get: 320x224
rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work
rtw: Doesn't that depend on your MAME command line? Is MAME set to output the games native resolution?
Emph
Emph
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
I asked someone a bit more knowledgeable than me
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The deal is that the monitor stretches it to fill 4:3, so yes the pixels end up taller than they are wide in modes like that. MAME normally dumps the exact pixels, so when you view it on your PC (which usually has square pixels) it'll appear distorted.
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There is also a difference between aspect ratio and pixel ratio. The PGM games have an aspect ratio of 4:3 and a pixel ratio of 2:1.
rtw
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The deal is that the monitor stretches it to fill 4:3, so yes the pixels end up taller than they are wide in modes like that. MAME normally dumps the exact pixels, so when you view it on your PC (which usually has square pixels) it'll appear distorted.
---
There is also a difference between aspect ratio and pixel ratio. The PGM games have an aspect ratio of 4:3 and a pixel ratio of 2:1.
rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work