Game Insomnia?
Game Insomnia?
Anyone knows what happened with http://www.gameinsomnia.com/ ? It's webmaster asked me to write an article, I sent it and we spoke via e-mail, but for some reason, he doesn't reply my latter mails. That, and the site being down at the same time makes me wonder.
If the webmaster is Icycalm, he said he was moving to France, i remember. Sorry if if this doesn't help.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).
I.M. Banks, "Consider Phlebas" (1988: 43).
Icycalm (Anthony) closed Gameinsomnia for now.
I am not sure but as far as I remember he wanted to renew the site completely and give it a new purpose. So that the site will go in a different direction.
Last month I visited him in Japan and I guess he now has all hands full moving to France.
Maybe he'll answer a few months later, Recap.
Anyway, what was the article about?
I am not sure but as far as I remember he wanted to renew the site completely and give it a new purpose. So that the site will go in a different direction.
Last month I visited him in Japan and I guess he now has all hands full moving to France.
Maybe he'll answer a few months later, Recap.
Anyway, what was the article about?
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GaijinPunch
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Interesting article, Recap. 
I didn't know about that. I was always wondering when seeing the resolution of some Mame games and how those games still where 4:3. Like the old Street Fighters, so they streched the pixels on their original cabinat. And the stretched pixels are the original look.
For me it would be interesting, if you'd write about common deformations through emulators like Mame too.

I didn't know about that. I was always wondering when seeing the resolution of some Mame games and how those games still where 4:3. Like the old Street Fighters, so they streched the pixels on their original cabinat. And the stretched pixels are the original look.

For me it would be interesting, if you'd write about common deformations through emulators like Mame too.
Thank you.Edge wrote:Interesting article, Recap.
Actually, the pixels never were "stretched" since they never were square. They were natively oblong.I didn't know about that. I was always wondering when seeing the resolution of some Mame games and how those games still where 4:3. Like the old Street Fighters, so they streched the pixels on their original cabinat. And the stretched pixels are the original look.
What do you mean? How the pixels are deformed using emulators for the every game? Actually, that's not due to the emulators' behaviour, but the video card you use, which, most likely, will be using square pixels. Any game which used natively a non 4:3-proportional resolution, had non-square pixels, so if you display it through a VGA video card which uses square pixels, the picture will be "deformed", that is, the game has a different aspect ratio.For me it would be interesting, if you'd write about common deformations through emulators like Mame too.
I'd like to split off a seperate topic on this in the hardward forum, as I'm still puzzled with the CPS2 aspect ratio (which is not 4:3)...so what was the intended display device for this board if it uses oblong pixels?Recap wrote: Any game which used natively a non 4:3-proportional resolution, had non-square pixels
Here is the split:
http://forum.shmups.com/forum/viewtopic.php?t=5661
Besides the few 2/3-screens games, every arcade game is intended to be played in a 4:3-proportional area. There are some exceptions, thoe - The games which doesn't make use of the whole on-screen resolution (like some NG games) supposedly have to be stretched manually in order to hide small black borders or even graphic thrash.
This doesn't make sense to me the graphics of CPS2 games appear to be created with square pixels, yet the board outputs oblong pixels which appear to be square in something closer to 16:9 aspect.Recap wrote:Besides the few 2/3-screens games, every arcade game is intended to be played in a 4:3-proportional area. .
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GaijinPunch
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I asked about this in the Hardware forum back when I did the Progear develoepr interview. The oblong pixel was a big obstacle for Cave, as they had never worked with something like this. As Recap stated, it's intended to be displayed in 4:3... it's just that the pixels are a different shape, so you have to paint your pixels accordingly.
Inoue: Well, there's only 16 colors [per tile], and when moving a lot of sprites there's a lot of slowdown. Also, the pixels are non-square (height longer than width), so when you include a normal character drawing it grows vertically. So, supposing your character is going to be stretched you first have to make revisions. The fact that it wasn't just "drawing pictures" was work. It was the first time I had done something like that. And considering that Capcom has been putting out their famous fighting series on this hardware goes to show their technical skills are amazing.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
Wow! So Cave actually created Progear graphics with this oblong pixel format in mind? I wonder if other non-Capcom developers knew this.GaijinPunch wrote:I asked about this in the Hardware forum back when I did the Progear develoepr interview. The oblong pixel was a big obstacle for Cave, as they had never worked with something like this. As Recap stated, it's intended to be displayed in 4:3... it's just that the pixels are a different shape, so you have to paint your pixels accordingly.
Inoue: Well, there's only 16 colors [per tile], and when moving a lot of sprites there's a lot of slowdown. Also, the pixels are non-square (height longer than width), so when you include a normal character drawing it grows vertically. So, supposing your character is going to be stretched you first have to make revisions. The fact that it wasn't just "drawing pictures" was work. It was the first time I had done something like that. And considering that Capcom has been putting out their famous fighting series on this hardware goes to show their technical skills are amazing.
The best example I have it Dimahoo. At 4:3 full screen the "P" power-ups are oval shaped, but when the screen is adjusted to square pixels (16:9 looking) the "P" look perfectly circular. It doesn't look like Raizing created this with the oblong pixel format in mind.Recap wrote:Why do you say that?Dave_K. wrote: This doesn't make sense to me the graphics of CPS2 games appear to be created with square pixels,
Never saw that game, but you just can't form your opinion for a single "P" icon, can you? Any CP-S x game gets a correct aspect ratio in 4:3 / 3:4, you only have to see one of the sprites on fighting games. If there's a sprite which looks definately deformed on Great Mahou in 3:4, it may well mean that they starting to conceive the game (and draw some of the graphics) for another hardware with different pixel's shape, although they end using the CP-S II for whatever the reason, which, being a non Capcom-developed game, it wouldn't be too surprising. It doesn't mean that the whole game is designed for a non-3:4 area. As I told you, every arcade game is.Dave_K. wrote: The best example I have it Dimahoo. At 4:3 full screen the "P" power-ups are oval shaped, but when the screen is adjusted to square pixels (16:9 looking) the "P" look perfectly circular. It doesn't look like Raizing created this with the oblong pixel format in mind.
There are other aspects of Dimaho which seem stretched, the P icon was just the most noticable. I understand if developers started working on this before the target platform was decided, then some parts may be off. But if the developers created all the graphics with square pixels for 4:3 aspect, and then put on CP-II hardware, the result would be non-4:3/3:4 aspect graphics.Recap wrote:Never saw that game, but you just can't form your opinion for a single "P" icon, can you? Any CP-S x game gets a correct aspect ratio in 4:3 / 3:4, you only have to see one of the sprites on fighting games. If there's a sprite which looks definately deformed on Great Mahou in 3:4, it may well mean that they starting to conceive the game (and draw some of the graphics) for another hardware with different pixel's shape, although they end using the CP-S II for whatever the reason, which, being a non Capcom-developed game, it wouldn't be too surprising. It doesn't mean that the whole game is designed for a non-3:4 area. As I told you, every arcade game is.Dave_K. wrote: The best example I have it Dimahoo. At 4:3 full screen the "P" power-ups are oval shaped, but when the screen is adjusted to square pixels (16:9 looking) the "P" look perfectly circular. It doesn't look like Raizing created this with the oblong pixel format in mind.
You could check Dimahoo out for yourself by running it in mame with hwstretch turned on (for full 4:3) or off (for square pixel) and see which graphics look correct to you. Try also with Progear and you will see what I mean when I say the plane looks short a stubby at full 4:3.
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GaijinPunch
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That was apparently the problem that Cave faced w/ Progear, and I would assume every other 3rd party developer that wasn't expecting oblong pixels. Just a hunch.But if the developers created all the graphics with square pixels for 4:3 aspect, and then put on CP-II hardware, the result would be non-4:3/3:4 aspect graphics.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
The point is that we don't know if they really conceived initially the game for another platform, while we DO KNOW that all the arcade games are intended to be played in 4:3 / 3:4 and they used the CP-S II to support their game at the end. Oblong pixels aren't really that rare, and actually there are more old-days systems with them than with square pixels. Any designer knew how to manage it. There you have the SFC.Dave_K. wrote:
There are other aspects of Dimaho which seem stretched, the P icon was just the most noticable. I understand if developers started working on this before the target platform was decided, then some parts may be off. But if the developers created all the graphics with square pixels for 4:3 aspect, and then put on CP-II hardware, the result would be non-4:3/3:4 aspect graphics.
Sorry, I've seen Progear on direct emu screenshots and the plane looks like crap with that aspect ratio. Maybe you're used to weird aspect ratios for some reason.You could check Dimahoo out for yourself by running it in mame with hwstretch turned on (for full 4:3) or off (for square pixel) and see which graphics look correct to you. Try also with Progear and you will see what I mean when I say the plane looks short a stubby at full 4:3
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GaijinPunch
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Of course I can fit my progear PCB entirely on my 4:3 monitor as well, but with oblong pixels. I'll give this topic a rest since I can't prove certain games were created using square pixels (outside of my subjective opinions already given).GaijinPunch wrote:I play the Progear PCB and it fits perfectly on my 4:3 monitor.