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Old 28 November 2016, 19:37   #1641
roondar
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IIRC Rygar uses a rotated 4:3 screen in the Arcade (giving it a 3:4 play field). Achieving the same ratio on the Amiga either means using the original resolution and accepting black bars, or scaling up to 320x280 (multiply both sides by 1.25) and redrawing all graphics to fit the new size.

Personally, I think 256x224 is the better option. If only because any other option either doesn't fit the screen ratio of the arcade (f.ex. showing too much of the level), or entails recreating all graphics in the game.
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Old 28 November 2016, 20:44   #1642
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Rygar uses a standard 4:3 screen

The 256 pixels wide on the coin-op are stretched to the full width of the screen, and the 224 pixels high are also stretched vertically IIRC... so the pixel aspect ratio is still approximately square (certainly not megastretched in the x)



Doing the amiga version at 256x224 is correct... pixel for pixel it will be accurate
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Old 28 November 2016, 22:07   #1643
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Originally Posted by Shatterhand View Post
Dunno if it makes any difference, but I ran the game from a Gotek. I don't think it should. I had tested a previous version a few months ago and it worked.

Just out of curiosity, since I lost track in all the discussion. Is the main character done with HW sprites, or is it blitted ?

How many sprites are you using for the parallax backdrop ?
Rygar is made by bob. I'm using all the 8 sprites for parallax, and they are multiplexed one time
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Old 29 November 2016, 00:22   #1644
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Originally Posted by sandruzzo View Post
Rygar is made by bob. I'm using all the 8 sprites for parallax, and they are multiplexed one time

Ok, that's nice. This means you can do all layers of parallax with the sun backdrop using just sprites

The sun without the mountain shadows doesn't have the same impact
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Old 29 November 2016, 01:25   #1645
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Quote:
Originally Posted by DanScott View Post
Rygar uses a standard 4:3 screen

The 256 pixels wide on the coin-op are stretched to the full width of the screen, and the 224 pixels high are also stretched vertically IIRC... so the pixel aspect ratio is still approximately square (certainly not megastretched in the x)



Doing the amiga version at 256x224 is correct... pixel for pixel it will be accurate
Thanks
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Old 29 November 2016, 08:26   #1646
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Quote:
Originally Posted by DanScott View Post
Rygar uses a standard 4:3 screen

The 256 pixels wide on the coin-op are stretched to the full width of the screen, and the 224 pixels high are also stretched vertically IIRC... so the pixel aspect ratio is still approximately square (certainly not megastretched in the x)



Doing the amiga version at 256x224 is correct... pixel for pixel it will be accurate
This is what I was trying to ask in another thread, it seems console games with low resolutions I.e snes (also 256x224) have their games stretched to fill a tv screen, can't the Amiga do the same? I know cdxl video can be doubled vertically via the copper after conversion, obviously Games would be using the copper, how does the snes do it?
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Old 29 November 2016, 09:09   #1647
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Originally Posted by Amigajay View Post
This is what I was trying to ask in another thread, it seems console games with low resolutions I.e snes (also 256x224) have their games stretched to fill a tv screen, can't the Amiga do the same? I know cdxl video can be doubled vertically via the copper after conversion, obviously Games would be using the copper, how does the snes do it?
It's down to the hardware that generates the video output signal.

Unfortunately, you don't have much control over that on the Amiga, and you are stuck with 320 x resolution (or 640 in medium resolution). There is no way in hardware to scale the video output (how cool that would have been if it was possible )
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Old 29 November 2016, 09:23   #1648
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It's down to the hardware that generates the video output signal.

Unfortunately, you don't have much control over that on the Amiga, and you are stuck with 320 x resolution (or 640 in medium resolution). There is no way in hardware to scale the video output (how cool that would have been if it was possible )
Ok cheers that's all i wanted to know.

Yes it would be very good to have many more full screen games, annoying especially nowadays when games get compared, even though the Amiga is often has the best graphics and best sound and higher resolution, all the kids and uneducated reviewers say youtube is, "but the Megadrive/Snes one is full screen and the Amiga has massive borders it must be worse!"
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Old 29 November 2016, 10:05   #1649
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Ok, that's nice. This means you can do all layers of parallax with the sun backdrop using just sprites

The sun without the mountain shadows doesn't have the same impact
We'll do our best to have it!
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Old 29 November 2016, 10:06   #1650
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Originally Posted by Amigajay View Post
This is what I was trying to ask in another thread, it seems console games with low resolutions I.e snes (also 256x224) have their games stretched to fill a tv screen, can't the Amiga do the same? I know cdxl video can be doubled vertically via the copper after conversion, obviously Games would be using the copper, how does the snes do it?
That's mean: if we use the same respolution for Amigas' ports we can have a lot of colors on screen and 50 hz games
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Old 29 November 2016, 10:57   #1651
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That's mean: if we use the same respolution for Amigas' ports we can have a lot of colors on screen and 50 hz games
Yeah but they will still have borders, even old Atari systems with resolutions in the 100's fill the screen because the hardware can stretch to fill the screen, i think it was a big oversight not to have this, especially on the gaming models A500, A1200 etc with TV modulators.
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Old 29 November 2016, 10:58   #1652
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Yeah but they will still have borders, even old Atari systems with resolutions in the 100's fill the screen because the hardware can stretch to fill the screen, i think it was a big oversight not to have this, especially on the gaming models A500, A1200 etc with TV modulators.
We have this, we have to work with our powerfull Amiga.
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Old 29 November 2016, 11:38   #1653
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I wonder if a device could be made that sits between the modulator and the TV, allowing the user to stretch the vertical and horizontal sizes?
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Old 29 November 2016, 17:34   #1654
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Added New version with Head at the end of time, with music! Some bugs gone
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Old 29 November 2016, 18:44   #1655
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Added New version with Head at the end of time, with music! Some bugs gone
Good job!
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Old 29 November 2016, 18:45   #1656
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two notes on the head aka death:
countdown in the arcade starts 10 seconds before 0 and (i guess is in progress) death has a changing sinusoidal pattern; beside that i have the feeling that the collision map of the floor is misplaced, can you check it?
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Old 29 November 2016, 18:59   #1657
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two notes on the head aka death:
countdown in the arcade starts 10 seconds before 0 and (i guess is in progress) death has a changing sinusoidal pattern; beside that i have the feeling that the collision map of the floor is misplaced, can you check it?
Collision map is of the floor is ok, Just rygar position. i have to start countdown only for a few second before 0, because music is too short
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Old 29 November 2016, 19:13   #1658
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what are the news on rygar lately Sandruzzo ?
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Old 29 November 2016, 19:55   #1659
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Added New version with Head at the end of time, with music! Some bugs gone
Nice work sandruzzo, I see that you've fixed the "running, jump, move back / forth in the air, change direction"

Here are a few small things that I'm sure you're aware of

... When entering the end of level room, after moving the 1st statue Rygar is too far right so obvious gap. When exiting after moving the 2nd statue Rygar is perfect:



... When in the end of level room Rygar probably needs to move a fraction right so that equal amounts of the left / right statues are visible:



... The bug with standing on a branch in mid air is still there.
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Old 29 November 2016, 20:42   #1660
saimon69
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Ah, forgot: when death appears parallax background in the arcade fade to black - is technically feasible for us too?
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