just wondering!!

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C0dS0cket

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hey guys!!!
was just wondering if there was anyway to make the character appear smaller in game other than having the make the sprite smaller,

when i make the sprite smaller the quality of the sprite itself is bad.

any help on this matter would be greatly appreciated thanks. :)
 
yes, you can change game resolution to be higher, or you can use drawmethod command to scale character but there is no scaling in the world that can improve your character, it always degrades.
 
well its just that the character appears to big in the game,
so i tried decreasing the size of the character in photoshop.
but as you know the pixel ratio decreases so the character looks horrible  :(.
 
thought so.
never mind was worth a shot i suppose thanks for your help will try something different then :)
 
The resolution will just get bigger, not a HD resolution.
This is a normal resolution image:
hhhsmn.jpg


This is an true HR image
mugen007d.png


As far as I know, OpenBOR can't handle it.
 
The old Mugen is 320x240. 1.0 does support 640x480. The biggest and largest video resolution for OpenBOR is 960x540 which is video 6 in the video.txt. I think OpenBOR can support HD sprites with resolution 960x540 unless the character sprites are way too big which are 800 or over pixels in width looking like giants. Normal chars might look like giants if the sprites are way too big. If they are too big as O and I mentioned, that would be a problem.
 
the actual character sprite itself is a little big but when scaled down somewhat  it looks a little bad.

now when i change the in game resolution to 2x - 640x480, with filters
16-bit super 2xsal on my characters are not perfect but do look alot better.
 
The old Mugen is 320x240. 1.0 does support 640x480.
1.0 supports 1980x1024. The base resolution now is 640x480.

But you are forgetting something: the pixel aspect ratio. Since a winmugen hack, Mugen supports true HR resolution, by scaling the pixel size to 50% (and now to HD, for 25% size). This makes a WHOLE difference. OpenBOR just makes the screen bigger, and do not scale the pixels with a HR algoritm.

I will search for an image which shows the difference on both cases with the same char, and you will understand.
 
Here, take a look.

The normal pixel size
iSaf2tt.png


Mugen HR setting (50%)
17CGe2P.png

(look how the pixel size changes, its not shrunk)

This is how OpenBOR does:
KUndYGF.png


Bigger version
428A4qQ.png


now compare with Mugen version:
3LRJ6tF.png


in other words, OpenBOR just shrink the sprite, while mugen changes the pixel ratio/size.

PS: my intention is not to offend any BOR coder, I am just showing the difference between the resolution on both engines. It would be very cool to havea true HR on OpenBOR.
 
O Ilusionista, I think maybe we're talking about different things with HD vs. sprite sizing. While it is true that OpenBOR does not support pixel/aspect ratio changing, it most certainly does support HD sprites.

A sprite is a sprite. There is nothing at all special about HD sprites - they are just bigger sprites with (hopefully) more color and detail. Plug it in and it works - simple as that. Obviously it will look silly if placed next to low res sprites or on a low res background, but that has nothing to do with the engine.

Additionally increasing the resolution doesn't make anything bigger - in fact it will make all objects appear smaller (though of course they aren't), just as in your Mugen examples. I think you may be confusing available resolution with window size settings in Options. Those are entirely separate things.

Mode 3: 480*272
Iaf_0071.png


Mode 6: 960*540
Iaf_0074.png


As for available resolutions, 960x540 is the largest pre-calculated mode, but the engine allows you to literally use any resolution you want, which in turn will accommodate any sprite. The only real limit is practicality of screen size and available computing power.

Please see here for detail on screen modes.

DC
 
O Ilusionista, I think maybe we're talking about different things with HD vs. sprite sizing. While it is true that OpenBOR does not support pixel/aspect ratio changing, it most certainly does support HD sprites.

Not really, but what counts is the HD resolution. HD resolution implies in pixel size, its not just a bigger screen. So, if you set a screen of 960, it will just scale the image. HR sprites are draw in 2x times the original size, HD sprites are draw at 4x times the original size.

There is a huge different in scaling a pixel and drawing a pixel on a different size. Look at those two images and you will understand:

428A4qQ.png

3LRJ6tF.png


Look at Red Cyclone (Zangief edit) pixels, and look at the image above and you will get it. On the image above (which is what bor does), the image is shrunk. At the bottom one, it keeps all the details.

compare bith pixel size and you will notice the difference
R3G9OR1.png


 
O Ilusionista said:
So, if you set a screen of 960, it will just scale the image.

No, it does not - there are simply more pixels on the screen. It's no different than upping the canvas size in Photoshop. The canvas is bigger, but nothing IN the canvas changes (see my own images). What you are saying would be equivalent to changing the image size instead of canvas. I don't know where you are getting this. Please explain how you are setting the 960 screen size, I just want to make sure we're on the same page.

DC
 
No. Its different of just a image size, its not just more pixels on the screen.

on your page, you write this:
720*480
Illusion and The Falcon, forced to run in video 5 mode (720*480).
Also known as 480p. This is EDTV level resolution. Like 640*480, high resolution sprites are needed to take full advantage of its capabilities.

They way BOR does is just shrink the image, on a LR fashion. The way mugen does it scales THE PIXELS, and not the image directly.

if you want, I can take a image used on BOR, scaled it by drawmethod, then use the same image at mugen and scale it on the HR, and you will notice the difference. Should I?

The result won't be different than this:
3sMw80z.png
 
..argh, this is getting nowhere. We can't be talking about the same thing.

You keep referring to scaling and resizing, but OpenBOR just does not do this. Even if you wanted the option isn't there.

Look at my examples again. Both are screen shots taken from a running module. I did make the mistake of posting the wrong ones above (and I'll fix that post too). Those are preview images. They were scaled, but that's from the WIKI, not OpenBOR. Here are the ones I meant to post:

First, the module running in its intended mode 480*272:
Iaf_0071.png


Now, the same module, same select screen.
Iaf_0074.png


Only difference is I set mode to 6 (950*540) in video.txt. Nothing is touched by the engine. Same sprites, same background. They are sitting on a larger canvas, nothing more. Open an image editor and compare pixel to pixel for yourself. OpenBOR does not and cannot do anything to images unless you tell it to, and the only way to do that is with drawmethod settings.

DC
 
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