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
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!
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!