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Old 10 December 2006, 22:54   #1
P-J
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Amiga exact screenshots regardless of Window/Screen Size

Hiya!

Would it be possible to add a feature where WinUAE takes a screenshot in the emulated Amigas native resolution as opposed to the resolution I'm playing in?

Say for example if I'm forced to play in 640 x 480 with aspect correction or a fullscreen resolution with a scaler filter I can still output a screenshot in the Amigas native resolution (i.e 320 x 256 for lo-res game etc...)

So basically the screenshot is output without any of the filters or doubling that I am using.

It would be extremely useful to save on image processing or accidentally taking an 'incorrect aspect image'.

Perhaps a different key, like 'Home + PrtScr' instead of 'End + PrtScr'.

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Old 11 December 2006, 02:17   #2
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I second that one. It's agreat idea. It already exists on MAME and other emulators - many times it's the default actually.
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Old 11 December 2006, 06:41   #3
Toni Wilen
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What about very common mixed screens? (for example lores on top and hires on bottom)

Or ECS/AGA sprite in hires but background in lores?

Or copper background color effects filling the borders but real background is not overscan?

Or AGA "sprites outside bitplane borders" enabled and "border" is filled with sprites?

Or there may not be clearly defined borders at all

Or..
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Old 11 December 2006, 09:34   #4
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If you want to take screenshots, just play the game in the the mode the game expects or resize your screenshots afterwards. As Toni says, the Amiga is a very complex computer compared to MAME games which have a fixed screen mode.
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Old 11 December 2006, 10:22   #5
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Quote:
Originally Posted by Toni Wilen
What about...
None of this means anything to me.

HOL screenshots are almost always 320 x 256 so could we at least have a 320 x 256 screenshot function? If it comes out wrong then tough, but 97% of games are probably going to be okay with it.

//edit : Or perhaps you could select the resolution manually and all screenshots come out at that resolution until you change it?

Last edited by P-J; 11 December 2006 at 10:29.
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Old 11 December 2006, 10:33   #6
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This is why it would be nice to have the res set to 32x256 but playing in 640x512. Then when you took a screenshot or recorded, they would both be in 320x256..... while the screensize you play through is double.....

But if Tony doesn't want to... don't bother him.. it's probably not that important and not worth his time.
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Old 11 December 2006, 11:07   #7
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It's not about not wanting, I think. More of a comparison between the time used coding a solution for all those combinations, and the time used for the user to select a "windowed+double" configuration when he wants to take screenshots.
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Old 11 December 2006, 19:07   #8
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Quote:
Originally Posted by Codetapper
As Toni says, the Amiga is a very complex computer compared to MAME games
There may be - are - very good reasons, all them all gladly accepted, these though, simply aren't true.

Quote:
The Seibu SPI System is a powerful piece of arcade hardware. It has excellent 2D graphics capabilities and a digital sound system. The core CPU in this hardware is an Intel 386DX CPU. It typically runs at a clock speed of 25MHz. It can run up to 33MHz for later Seibu SPI games like Raiden Fighters Jet. The games are contained into separate daughterboard cartridges. This means that you can interchange different games on one Seibu SPI board. The YMF271 is an undocumented Yamaha chip. It is sample based, and apparently can load 8 and 16 bit samples of various formats, but no stereo samples though. It has at least 8 channels polyphony, similar to the ADPCM chip used in Cave games such as Dodonpachi, and probably no FM capability (not proven yet).

The Seibu SPI was once thought to employ some nasty encryption and protection schemes, as well as a suicide feature. This has been proven incorrect recently. The game program ROMs and the graphic object ROMs are encoded using byte-by-byte interleaving (which is why some people were unsuccessful in finding x86 code directly from the program ROMs).
And this is merely one of the thousands of systems handled by MAME. The Amiga is (was) a complex machine. It has a weird UMA that depends on very precise, and ocasionally labyrinthine, timings, to make matters worse sometimes outright undocumented "features". But, it's an 80's 7mhz 68000 computer with less than a handful of custum chips. Not, at all, the challenge MAME poses.

Quote:
Originally Posted by Codetapper
which have a fixed screen mode.
No they don't.
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Old 11 December 2006, 19:19   #9
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There are many games in MAME which use different resolutions and switch between them, but I don't think there is one which uses two different modes at the same time, like the Amiga can.
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Old 11 December 2006, 19:19   #10
Toni Wilen
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There is huge difference between requesting different configuration for screenshots than requesting "native" screenshot resolution.

There is no "native" resolution. Most games (even if they are 100% lores) can have different "viewports" with different "resolution" (=different horizontal starting and ending point)

Never ever forget that most Amiga programs won't fill the TV (or video monitor) screen completely. 95%+ programs have borders.

btw, no more offtopic in this thread..
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Old 11 December 2006, 22:47   #11
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Let's not have an argument about whether it's complex or not

Toni, is it possible to implement a feature to grab screenshots at a decent resolution if user input was used? Is this feasible?

I think it would be really useful.
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Old 12 December 2006, 16:23   #12
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I second/third/fourth/fifth this especially for avi capture
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Old 15 December 2006, 07:05   #13
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Quote:
Originally Posted by bippym
I second/third/fourth/fifth this especially for avi capture
What about auto black-border detection?
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Old 28 April 2008, 21:26   #14
turrican3
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sorry to ask, really.
But is it impossible for winuae to watch for big number of black lines displayed and stretch the picture to remove black borders ?
Perhaps it's stupid, impossible, i really don't know.
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Pray for my soul dear eab members

Last edited by turrican3; 28 April 2008 at 21:33.
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Old 28 April 2008, 22:29   #15
Toni Wilen
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Quote:
Originally Posted by turrican3 View Post
sorry to ask, really.
But is it impossible for winuae to watch for big number of black lines displayed and stretch the picture to remove black borders ?
Perhaps it's stupid, impossible, i really don't know.
Toni will kill me for sure.
Pray for my soul dear eab members
Argh, not again.

Think about "Loading..." in the middle of screen with huge borders..
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Old 28 April 2008, 23:19   #16
turrican3
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why not then use a combination of keys to activate it or take the game which use the more little display like limit ( a game like agony ). If the number of black lines are bigger than with agony, winuae don't stretch. And an option in the gui to disable it.

I'm still alive but i don't know if it's for a long time.
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Old 29 April 2008, 07:42   #17
Toni Wilen
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Lets try even worse case: horizontal scrolling (right to left) and blank background. Guess what happens when scroll text is close to left "border"..

(I am going to ignore this feature until all cases have solutions)
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Old 29 April 2008, 07:53   #18
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Hi Toni,

what about x and y offset for the screen and percental scaling width and height? Autodetection is ridiculous like you said, but with this anybody can 'fit' the game on the screen. Would this be possible?
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Old 29 April 2008, 08:25   #19
Toni Wilen
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Quote:
Originally Posted by TheCyberDruid View Post
Hi Toni,

what about x and y offset for the screen and percental scaling width and height? Autodetection is ridiculous like you said, but with this anybody can 'fit' the game on the screen. Would this be possible?
Use filters.
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Old 29 April 2008, 19:45   #20
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Thanks Toni!
I saw it before but never gave it a closer look.
So what's the problem setting up the filter Turrican3?
I can make you customized configs if you give me the names of the problem games (and if I have some spare hours )
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