Newage Mugen

A Mugen community that specializes in stage, screenpack creation, and graphics.

You are not connected. Please login or register

Official Faked Wide Screen Mode (AKA 854x480) Mugen 1.0 Discussion Thread

View previous topic View next topic Go down  Message [Page 1 of 1]

Ok guys, so I have been testing Mugen 1.0 in 854x480 resolution, AKA "Fake Widescreen mode".

Heres an example of a full game SP under these settings


While true widescreen mode 1280x720 slows mugen down considerably on 1.0, fakewidescreenmode doesnt as you are only increasing the length of x axis.

Ive tested for framerate drops on 100's of the heaviest stages I know of with oversized sprites etc, with the heaviest chars (AH/Blazblue/GGX) and it is barely diff from 640x480 in 4vs4 mode, even with systemexplod/precache etc set at uber max in mugen.cfg.

If you want more info on why the "854" y axis increase is optimal for fake widescreen, read these posts: from other users investigating:
http://elecbyte.com/forum/index.php?topic=4261.0
http://yurusanae.blog98.fc2.com/blog-entry-143.html
http://yurusanae.blog98.fc2.com/blog-category-37.html
(the last 2 are Japanese. I can translate these later if needed but I will try sum most of it up here in english)

To use fake widescreen mode, you only need to do 4 changes.

In Mugen.cfg
;Game native width and height.
GameWidth = 854
GameHeight = 480


IN your System.def
[Info]
name = "screenpack"
author = "authorname"
versiondate = xx,xx,xxxx ;Version date of motif (MM,DD,YYYY or X.XX) (replace with actual date)
mugenversion = 1.0 ;Version of M.U.G.E.N this motif works on (1.0)
localcoord = 854x480 ;Local coordinate space width and height

Add to your Character.def
[Info]
name ="kungfuman"
displayname ="kfm"
versiondate =01,14,2010
mugenversion =1.0
author ="elecbyte"
pal.defaults =1,2,3,4,5,6,7,8,9,10,11,12
localcoord = 427

*Character localcoord needs to be changed to half of 852, so character.def localcoord = 427 must be added to all character def files.
This is easy and you can do a universal text change on all def files via notepad++ and loads of other text editor programs hence this is also easy as piss.

In your stage.def
[Info]
displayname = "..."
versiondate = 01,30,2010
mugenversion = 1.0
author = "..."

[Camera]
overdrawhigh = 0
overdrawlow = 0
cuthigh = 35
cutlow = 25

[StageInfo]
localcoord = 854,480
xscale = 1
yscale = 1


If the stage contains a "hires = 1" parameter, use xscale = .5 and yscale = .5 and remove the "hires = 1" line. Some other parameters may need to be tweaked.

Example of system.def localcoord = 854x480 / char localcoord=427
- See how all you need to do is reposition stuff, add some extra shit to make it fit?



CONS
*This is what happens to BG FX even after localcoord = 427 is added.
If you dont replace or resize the fx sprites, you need to manually add a scale = 1.3,1.3
to the relevant explod. I need to figure out a universal fix for this.........hmm.....
Notice the big ass black gap on the right? That is because the bg fx sprites are only 640x480 do they donot fill the wide screen completely.



*Mugen 1.1 auto fixes this issue, making this WIP obselete even if I do manually patch millions of chars as it uses this in mugen.cfg
Code:
 ;Stage fit mode.
 ;0 - stage drawn to width of screen (may crop stages with tall aspect)
 ;1 - stage shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
StageFit = 1

 ;System fit mode.
 ;0 - system drawn to width of screen (may crop motifs with tall aspect)
 ;1 - system shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

I have tested and it does fix the problem, but 1.1 alpha3 is still broken so for now this is the alternative.

Because you need to add localcoord = 852,480 to [stageinfo]
It screws up stage bounds on some stages. THe stage should have ended at the edge of the castle to the right.


I am also trying to find a way to universally patch all chars/stages to work perfect on this setting. This is possible via a correctly coded patcher similar to the one in syns csx screenpack made by tunglas0r a few years ago. The problem is figuring out how...

Discuss or post your screenshots/ideas!


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
It really does give off a nice effect, It's great for making videos as well. I'd just rather not edit characters.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/
I concur. I'm not knocking editing your character, but its kinda annoying to me.


_______________________________________________




Do your best to become stronger. Become stronger, so you can do your best
View user profile
A lot of creativity you can do in MUGEN. But it's just a hassle of time to put into.


_______________________________________________

Main Site | YT Channel
View user profile http://sites.google.com/site/dissidiamugen/
I do use 1280, 720 resolution.
Making those changes are easy imo.

Nie tuto there and is really clear. Thumbs Up


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
Dissidia wrote:A lot of creativity you can do in MUGEN. But it's just a hassle of time to put into.

guess what guys...I think I just figured it out Twisted Evil

I think there is away to make it all work by only adding the simple localcoord = XX to the char.def file and thats it...I'll post some screenies in a sec Twisted Evil


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
Progress....Have almost fixed FX Scaling issue Twisted Evil
now to put mugen in demo mode for a few hours of testing 100+ random chars/stages......


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
Looks smexy. Good job! Thumbs Up

View user profile
Keep us posted maybe a future idea on making my stuff for 1.1.lol

View user profile
Yes keep us updated. I might try this out aswell.


_______________________________________________

Main Site | YT Channel
View user profile http://sites.google.com/site/dissidiamugen/
Quick Update: As far as converting stages goes, any sprites that work within a 640x480 window get f**ked up in this resolution ie 3D stages. Unless the 3d stage sprites are atleast 854x480 to begin with, the only way to make them fit is to stretch each sprite or edit the stage to make the 3d scroll appear inside a "window" or something gay like that. This applies to all resulutions other than 640x480.
A suggestion to 3D Stage makers for current mugen 1.0 that want their stages to work on alt resolutions and future mugen also, is to make their 3D background animation sprites within a 854x480 window. This way atleast it is scalable in alternate resolutions and at the same time compatible with 640x480 mugen


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
You mean like Maverick´s 3D stages?

Also you forgot to mention that this can be used in low-res stages too
with localcoords of 427, 240 lol i have 3 stages by Vegaz runing in mine XD.

Also man that video looks awesome....
I must get the full game later.


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
Cruz Excahm wrote:You mean like Maverick´s 3D stages?

Also you forgot to mention that this can be used in low-res stages too
with localcoords of 427, 240 lol i have 3 stages by Vegaz runing in mine XD.

Also man that video looks awesome....
I must get the full game later.

I mean like ExShadows 3D stages and Margatroids, and some older unreal tournament rip stages by "cant remember author".

Have started converting some of 500+ stages.
Doing in order of game alphabetically. I have almost done all of EXSHadows one layer Arcana heart stages.
They are easy. Just subtract 53.5 from boundleft and boundright, then increase black frame from 640x480 to 854x480.
Tomorrow I plan on finishing all BasaraX, Chaos Code and Blazblue stages.
Man...alotta work...


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
Is there any way to keep all this stuff at the fake widescreen resolution without having to change the localcoords on every character?


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta
Nope.


_______________________________________________

Main Site | YT Channel
View user profile http://sites.google.com/site/dissidiamugen/
Dissidia wrote:Nope.
Ditto....Sadly...


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
actually its easy if you have notepad++.
All you need to do is add text line localcoord = 427,240 under character info.
I'm sure there are plently of auto script text programs that can do this other than notepad++.

Also side note, as stages are a bit more tricky, I have taken it on myself to update some of 500+ stages.

Today I finished Arcana Heart stages (many by EXshadow)
Almost finished Blazblue stages (Most by Darek & ExShadow)
Almost done with Chaos COde (GLB, Exshadow and others)
Will do CVS and Daemon Bride tomorrow
Will Do Guilty Gear by Friday (various authors but mainly Ex Shadow)

Doing series in alphabetical order.

I would like to release them to everyone here interested in a separate thread as "Edits" but all the permission BS would be drama. Any ideas?


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
You mean like a stage pack with all the Arcana Hearts stages updated?
Also as i know GLB and Exshadow only ask for credit and not permission...
But Darek is know as closed source sadly so.....

Btw good luck cuz as you see i do use that resolution too. :You Rock:


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
ExShadow would usually expect a courtesy message. As far as my creations go, you don't need to ask me for anything, as long as I'm credited in the release and/or def file you make.

I know Darek is closed source, but I'd ask him anyways, since making items closed source in Mugen is retarded.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/
Thanks GLB, I will do that. Certainly I will credit you 200% and let you know well in advance. Actually all of your Chaos code stages are built correctly so they are universally easy to fix. Dareks on the other hand have off bounds and some delta issues which need fixing.

On the positive side, I have almost figured out the universal formula for converting stages to display correctly in localcoord =427,240 for 854x480 resolution!

Ok I think I hit a stump....

I need some help on calculating deltas:

The problem is that while boundleft and boundright can be used to remove the empty stage area in 854x480 mode with a stage localcoord of 427,240, on single layer stages, multi-layer stages with deltas often need manual adjusting to fit, however I am hoping there is a mathamatical way to do this:

See far right side of second layer in Example image below:

I was able to position the floor correctly by decreasing the boundleft/right values, however the layers with deltas donot go to the edge of screen.

I can fix them manually by resizing/replacing/repositioning sprites, however I am sure there is a way to make them reach end of screen by adjusting the delta value universally/mathamatically under the 854x480/localcoord=427,40 resolution:




Oillusionista mentioned this code however I dont think it applies to this situation:

[
Code:
How to calculate the delta:

the formula is (image width-mugen screen size]/2)/boundleft.

 For example, a 457 pixels wide image, the right value would be ([457-320]/2)/144 = 0.47

How to calculate the left&right bounds (assuming they are the same size) -
 To find the right value, the formula is

(image width - mugen screen size /2) .

For example a 608 pixels image would be (608-320/2) = 144 for each side, since mugen screen size is 320.

Any help much appreciated. Thanks!


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
I normaly just decrease the bounds when that happens.


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
Cruz Excahm wrote:I normaly just decrease the bounds when that happens.

a universal decrease of 53.5 to the boundleft/boundright works but it shortens the stage x axis hence removes depth and makes stage small.

EDIT: example of the stage I had delta problems with above fixed now. I just moved edge objects to far edges of screen: much better :cheers:


Update: anyway I am still working on this, just been busy with RL stuff and work.

I have updated AH/Blazblue/Big Bang Beat/CVS/CVS2/Chaos Code/EX SHadow/Daemon Bride/Guilty Gear stages so far and I am updating my SP to fit in Fake Widescreen mode:

Before:


Current without animations added (still a messy first draft I will change some stuff:


Another thing I forgot to mention about fake widescreen is scaling and monitors.

I assume we are all using widescreen/HD monitors nowadays?
some of you may even play mugen on an HD TV?

remember that 640x480 was an optimum resolution for CRT square ass monitors and square ass TVs, but when you watch mugen in full screen on either a hd tv or monitor, pixels get upscaled/stretched when fitted to screen.

854x480 is actually the optimum and correct resolution for displaying anything made for 640x480 resolution or winmugen "hires" resolution on current monitors/hdtv when upscaling to full screen without screwing up the aspect ratio.


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net
One of the resons i have my 48" TV is for games so...
Also just asking but that screenpack of yours uses custom ports???


_______________________________________________
[MyDeviantArt] [MyYoutube]
View user profile http://excahmmugen.blogspot.com
Cruz Excahm wrote:One of the resons i have my 48" TV is for games so...
Also just asking but that screenpack of yours uses custom ports???

I used to have a 48" sony projector in mah garage for mugen and kawaks...those were the days...
I use same port system as cvsw 2.4 by rednavi with stats. I have over 700 pre-made.


_______________________________________________
Rare Mugen 1.1 Stages - Rare UHD Fighting Game Art - Rare Music Vidz..
View user profile http://www.negative-edge.net

View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum