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#1641 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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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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#1642 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#1643 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1644 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
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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#1645 | |
CaptainM68K-SPS France
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#1646 | |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,944
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#1647 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
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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#1648 | |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,944
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Quote:
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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#1649 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1650 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1651 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,944
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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.
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#1652 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1653 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#1654 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Added New version with Head at the end of time, with music! Some bugs gone
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#1655 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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#1656 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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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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#1657 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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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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#1658 |
CaptainM68K-SPS France
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what are the news on rygar lately Sandruzzo ?
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#1659 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
![]() 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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#1660 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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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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