17 August 2009, 00:46 | #1 |
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iGame screenshots on low res/colour displays
I was looking into integrating OddbOd's converted screenshot pack for iGame into the ClassicWB as an install option. Pics found here:
http://eab.abime.net/showthread.php?t=35340 However, I've found that the render/guigfx.library scaling in iGame produces artifacts on native Amiga displays (256 colours and below). Instead of clean colours, you get random dots in some places like it's trying to dither unnecessarily even in 256 colour screenmode. If you use the noguigfx tool type, the artifacts disappear in all colour modes but of course I will have to batch resize all the images myself for the different display modes used in the ClassicWB packs as the current one's are too big for many native resolutions. The problem isn't there on True-colour displays. The whole idea of the guigfx lib is that pictures look there best on any display and size. Has anyone else noticed this? |
17 August 2009, 10:29 | #2 |
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It's a shame iGame doesn't use MysticView.library on top of guigfx, then it could scale and dither images to any resolution and display.
http://aminet.net/package/dev/misc/MysticLib This has got to be one of the most underused, but useful libraries out there. |
17 August 2009, 11:13 | #3 |
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Interesting.
If this library improved the situation I'm sure the programmer would consider such an addition if suggested to him. I'm just wondering for now if others have the same issue and it's not a problem unique to my ClassicWB pack. |
17 August 2009, 21:56 | #4 |
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Well, I'm playing around batch resizing the screenshots to smaller IFF's that work on native PAL and NTSC screens as I just can't live with the guigfx.library artifacts.
This is how they look so far, and performance is quite good even on a standard A1200. What do people think of the size of the pics - too big, just right? It does cut of a bit of text in the games listings on the left for some titles with long names.. Just trying to get a good balance for the ClassicWB FULL; screen resolution is the standard PAL 640x256. Last edited by Bloodwych; 17 August 2009 at 22:01. |
17 August 2009, 22:32 | #5 |
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Looks good.
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17 August 2009, 23:00 | #6 |
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I could make them smaller to allow more space for the titles text on the left, but you have to be careful resizing 320x256 images or you lose detail and they look like crap.
At the moment, I've only resized to 320x128 and the quality looks ok. Last edited by Bloodwych; 17 August 2009 at 23:05. |
17 August 2009, 23:09 | #7 |
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Ok, here are some smaller versions - 240x128.
Better? Worse? |
17 August 2009, 23:18 | #8 |
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Hi Bloodwych,
The quality of the 240x128 screenshots is still acceptable, but I think the window looks better proportioned with the columns split 50/50 with the 320x128 screenshots and the correct aspect ratio. Are there that many games with long filenames? It would really be a pity to spoil the look of those windows just for the odd long filename. |
17 August 2009, 23:27 | #9 |
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Not too many - it's not as if you can't recognize the game anyway.
It's not an issue on the ClassicWB ADV and ADVSP, as they use less wide fonts and the 320x256 IFF pictures fit fine on the square pixel screen (640x512) without resizing. I'll test performance differences between the two sizes. I'm also playing with 256 vs 128 colour IFF files. I've looked at both, and there isn't much difference between 256 vs 128 images even on AGA snapshots. You have to look hard to notice the difference. The reason for lower colours is better pen management (rarely are there a full 256 colours free on a Workbench screen) and perhaps better performance? Decisions, decisions. |
03 February 2022, 20:14 | #10 |
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Friends.
My great WOMAN,,, I have formatted my micro sd full of Games friend 2500 slave and boxart and screenshots 2500.. Can someone share me please: -Boxart .iff Pack For iGame,please,,or Boxart .iff Pack For Kgload full,please |
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