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istvan



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13th November, 2003 at 01:28:38 -

After the release of skelletor i became interested in what was the best size to set a play area if you want it to resize to fill current window size smoothly.
I like setting the play area quite small(320x200) but ive come to the conclusion that this usually creates a rather messing pixel look.
Could one of the extensions, like Display Properties or Window Control be of use?

help would be appreciated.

 
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hapsi



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13th November, 2003 at 01:35:30 -

Hmm.. i have noticed that "resize to fill current window size" does not work, very well with greater resolutions, maybe its cause of win XP? So i recommend you to use Display properties (remember "Create/destroy dd object" -event).

 
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Daniel[Crazy_Productions]

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13th November, 2003 at 01:50:49 -

that thing works just great in xp too but it makes the games extremly laggy on a p500mhz and lower

 
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istvan



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13th November, 2003 at 02:24:33 -

ive tried to fiddle with the Display Properties object but it never works correctly <sigh>.
can someone tell me how to use it?

 
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hapsi



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13th November, 2003 at 05:53:21 -

You sure you got these events? You should make one frame before game frame to solve proplems with dd -object resolution changing.

[One frame before game starts]
Start of frame->
*Create DD -object
*Change resolution to [x]
*Next frame

[Game Frame]
Start of frame->
*Create DD -object

End of Application->
*Destroy DD object

Image Edited by the Author.

 
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AndyUK

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13th November, 2003 at 07:16:21 -

The games factory does not have very good fullscreen capabilities

the resize window doesnt work very well because it does'nt change the resolution and its slow.

you can get fullscreen properly but you need to use
16 bit mode
256 colours
and 320x240 resolution

and in the options choose fullscreen at start

this however doesnt work on my computer and mabye most others with windows xp

the display properties object wont make a game fullscreen unless your game is at 640x480 because thats as low as it can make the screen size without crashing.

i prefer to use 320x224 rather than 320x224

 
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Radix

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15th November, 2003 at 19:56:03 -

SNES graphics are about 300x200. It looks fine on a tv, because tvs naturally antialias. So 320x200 looks fine maximized provided you use a lot of antialiasing and a suitable pallette.

 
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AndyUK

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15th November, 2003 at 20:17:47 -

i cant edit my post!?

fullscreen works only in 320x200 not 320x240

the megadrive(genesis) uses 320x224 res

i think the usual snes resolution is the same, mabye less.

 
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Radix

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15th November, 2003 at 20:32:22 -

I just checked. SNES is 256x223.
Anyway, if you spend a lot of time on your sprites, 320x200 is fine. I'm working on a game right now that's going to do this, and I've been using a SNES pallete so it looks good resized.

 
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istvan



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16th November, 2003 at 05:02:55 -

thanks everyone. ill use all this information.

one more thing though, Radix, where can i get a SNES pallete?

cheers.

 
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Cazra

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16th November, 2003 at 08:43:24 -

I thought that resize display only went slow if your processor's dated.

I wonder if there's an antialiasing extension that will antalias pixels like on a TV...

 
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Radix

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16th November, 2003 at 16:05:57 -

A TV antialiasing extension wouldn't be such a hot idea. You'd have to sit two meters away from your monitor in order to view it properly. The effect'd be great, but nobody is willing to sit two meters away no matter what the readme says.

Istvan, the pallete is one I extracted from a SNES rom some time ago using a tool I no longer have. It's probably available at zophar.net, but I don't recall the name.

 
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