cba.gy Posted December 8, 2010 Posted December 8, 2010 I guess BP is gonna pump out a few hundred N64 vids by the morning, well done, lol.Anyway i thought users ought to see what an NTSC game looks like when displayed @ 640x480 res.Just like it would on your tv (not stretched)The versions you lot will no doubt be getting will now be @ 640 x 480 stretched. Below is an example of what it should look like. http://www.mediafire.com/?vmcyconpjlpmc8g
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 I wont care about aspect ratio it as the skin is scaled by the user to be in CoinOPS so I cant determine the exact ratio and in my skin I dont really care...so from my side I just record as displayed on screen and automatically remove any black bars if people want this stuff as asked ill supply it if not its no worries...xtras wont like me doing this stuff im sure but you can go and find them and there solutions at http://www.ressurectionxtras.net I wish you luck.... PS remember this was from a guy that said I would use there ones and couldnt do what alot of you now have...cant do it when its so easy and all are at 640x480 and then wont be that at times as the black bars are autoremoved off all pics and videos and stretched to whatever by the skin that can be adjusted by a skinner no worries ill be gone from this thread im sure it will die goto there forum if you want there solutions......
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 There you go..... cba promotion for you best of luck brother.....if you build it they will come an example of the latest preview by cba at http://www.ressurectionxtras.net go grab it.... and example of CoinOPS bad aspect ratio to prove he is correct and it has shockly bad aspect ratio on the video previews....I dont care or maybe thats a conspiricy and I cant work out how to do it Sorry for cba skin is in HD and mine looks so bad in sd it looks much better in hd as you can see down the page a bit as the logo etc is in HD
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 just some stuff..... I know http://www.ressurectionxtras.net has many icons and stuff ....so id give some quick ones I did but there will be lots on the xtras site to choose
waal Posted December 8, 2010 Posted December 8, 2010 There's no culture, no basic knowledge of graphic design there. Only already seen effects and easy to download photoshop actions application. No style. No brain, no pain... 99% of the GFX on the web looks like this and it's definitely dull... At least Cbagy's layout is better thought and he's worry about how to organize information. His work is on the good way, not yours because it's only a patchwork. As usual.
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 you heard it from them guys.....they tell it how it is.... go grab it if you want http://www.ressurectionxtras.net you will never look back with well layed out stuff with no crappy effect looking stuff....even if ive done perfessional graphic design.....I recon maybe they are right and its time for people to see though that and look at the new way forward in design....maybe that site is where its found Go check it out....and best of luck
cba.gy Posted December 8, 2010 Author Posted December 8, 2010 (edited) my layout is "2 mins" old, your layout is 2 -3 yrs old.You've some catching up to do. If your skins sort the aspect ratio's then they must be being stretched or shrunk from the original video as one size cant fit both SD and HD screens @ full screen can it ?You may be able to fool a lot of people but not me mate.However i am geniunely glad to see your now displaying what appears to be correct resoloutions (albeit distorted to suit the skin res) from the original video. You took your time but got there in the end (2 yrs).Your video previews look much better quality than before, the bad video spoilt the look of CoinOps before, im so glad you saw sense even though it wasn't your vision ... but mine.Well done BP. Looks good now. Top marks, go to the head of the class ! PS. You forgot to mention that it has 3 configs, let's set the record straight as we know you like to tell a few lies now and then. PSS. Remember, every time i push you get it better n better, i'll keep pushing, you just keep getting better. OK. PSS. Video preview skins to be added, real soon. Edited December 8, 2010 by cba.gy
cba.gy Posted December 8, 2010 Author Posted December 8, 2010 (edited) On seconds after another look at those screen shots i can now tell that the Mario video is in the wrong aspect ratio.It's being distorted, so i take back half of what i said earlier. For BP.256x224 Scaled = 549x480 (and a percentage of a pixel on the width)320x240 Scaled = 640X480and very rarely 640x480 full screen. None of these resoloutions match what im seeing in your post above. You need to do some homework son. Edited December 8, 2010 by cba.gy
Bigby Posted December 8, 2010 Posted December 8, 2010 (edited) I'll comment before there is trouble, Cbagy did the DVD style BoxArt (and very nice too). The upright ones with the cart and the angled ones with green sides are by Azzbarb over at HyperSpin (nice too) Great skins cbagy, looking forward to seeing how they look with movies previews. Edited December 8, 2010 by Bigby
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 best of luck brothers....aspect ratio I dont give a shit about for arcades I did the best aspect ratio on any xbox app ive every seen by a long way and it knows the screen res and types and readjusts and it knows if the screen is rotated and readjusts...if I cared it would be perfect like the emu....to me its what looks best in the skin and I dont give a rats about aspect ratio.... if you want to adjust itin the sd and hd skin ini adjust theseBody.ScrollArea.SingleRow.Detail.Screenshot.Area = 85,3,1113,493 ( screenshot and video preview size for horizontal games)Body.ScrollArea.SingleRow.Screenshot.Area = 285,3,1113,493 ( screenshot and video preview size for vertical games)my god that would be hard for me to fix....I cant work out the maths and acidentally did it for pixel perfect every size resolution across 288 types in mameusing 5 different screensizes, automatically...no silly newbe programming of adjust each game to do box art is simple as ill give you an action for photoshop, that will do a everyone of them in a folder, then you can do about 10,000 an hour.... I personally think they are clutter and as you guys know I think this stuff isnt to my taste and also everyone I asked said the same thing...the people that comment are in the xtras team and its always them that comment in all forums and release this stuff on every forum...then the same people go that rocks...then the thread dies.... so guys keep there dreams alive http://www.ressurectionxtras.net ill let them do the videos for n64 and xtras for CoinOPS as im clearly out of my leage against such talent.... hows your hit rate going CBA lol massive ......
BritneysPAIRS Posted December 8, 2010 Posted December 8, 2010 hey im gone now...best of luck guys.....im sure your work is great as ive said before I dont want it...its good to see you everywhere and supporting each other even in the face of others not commenting... to you guys you really should tell them what you think......its would help them in the long run
BritneysPAIRS Posted December 9, 2010 Posted December 9, 2010 watch this same xtras team post in multiple forums then no one else does
cba.gy Posted December 9, 2010 Author Posted December 9, 2010 (edited) No such thing as pixel perfect as i keep telling you.The last version of CoinOps had "pixel perfect" which as i pointed out was all wrong in HD.The supposed pixel perfect settings you have now are from other emu's and certain members websites.Not your work at all, nothing new there then, just like the emu.Unfortunately that's the only info i got from your couple of post as i didnt read the rest as its usually a load of shit. PS. You need your video building tools out tonight, im flying through these n64 vids by hand.You know the tool, its run from xbox, captures video, detects action scenes, edits and encodes for you.What a f***** load of shit you you bullshitter. Do you think anyone believes you ? Fool.I would love to see a copy of one you've made, i need a good laugh. Dont need automated tools/scripts for artwork as i already know what im doing, newbie, lol.If your a good boy i'll show you how to do 3d video's, no automated scripts involved, just skill. Edited December 9, 2010 by cba.gy
BritneysPAIRS Posted December 9, 2010 Posted December 9, 2010 there is the maths for you guys....includes automatically knowing NTSC PAL 720 if monitor is rotated and and also know how to fit it to any adjusted window size you may create.....im gone for good you really are a total newbe...prove me wrong and find any of these calculation on an source in the world....as I wrote each line by hand...you are a total cock who could never do such things...bug check it if you want you will see the maths is perfect and it autosense everything the reason why I put it in and no one asks any questions about it ever since.... the other code for this ive seen is so bad I would never ever ever put it in anything ive done...and I refused to do so and people complained then they saw oh it can be done properly on any screen resolution monitor rotation...maybe he was right to not want to add hacks where you adjust everything yourself by eye for each game.....and remember arcades have 288 aspect ratios unlike the one of a console game....and have multiple ways to view it unlike consoles and yes the maths does all of the calcualtions for you....if you rotate it, it wont matter to any game also it has 10x11 pixel ratio detection and a mode to let you shrink cps2 (street fighter alpha 3) games in pixel perfect for sd screens if you require as they are wide screen.....this was discussed by a few till they thought it was all perfect then theres been no more from them on this stuff Also its PSX game videos they want if you have CoinOPS EPIC it allready has alot of N64 videos but if people want it and ask me ill do some for them...and it will be discussed soon cba no matter what you do // ASPECT RATIO MODES FLOAT gamepixelx; FLOAT gamepixely; FLOAT screenpixelx; FLOAT screenpixely; FLOAT gamepixelratio; FLOAT screenpixelratio; if (g_rendererOptions.m_Hidefrunning == FALSE) { screenpixelx = 640; screenpixely = 480; } else { screenpixelx = 1280; screenpixely = 720; } if ((g_rendererOptions.m_AspectRatioMode == 3) || (g_rendererOptions.m_AspectRatioMode == 4) || (g_rendererOptions.m_AspectRatioMode == 5) || (g_rendererOptions.m_AspectRatioMode == 6) || (g_rendererOptions.m_AspectRatioMode == 7)) // Ken True Pixels { if ((!(g_createParams.orientation & ORIENTATION_SWAP_XY)) || (g_rendererOptions.m_screenRotation == SR_90)) { gamepixelx = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixely = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } else { gamepixely = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixelx = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } if ((g_romListOptions.m_fixaspect == TRUE) && ( gamepixelx == 384)) { (gamepixelx = 288); } xpos = gamepixelx / screenpixelx; ypos = gamepixely / screenpixely; if (g_rendererOptions.m_AspectRatioMode == 6) // Pixel Perfect Auto Fit { if (((gamepixelx * 2) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 2) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (((gamepixelx * 3) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 3) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } if (((gamepixelx * 4) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 4) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 4) / screenpixelx; ypos = (gamepixely * 4) / screenpixely; } if (((gamepixelx * 5) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 5) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 5) / screenpixelx; ypos = (gamepixely * 5) / screenpixely; } } if (g_rendererOptions.m_AspectRatioMode == 7) // Pixel Perfect Overscan { if (((gamepixelx * 2) < (screenpixelx * 1.25)) && ((gamepixely * 2) < (screenpixely * 1.25))) { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (((gamepixelx * 3) < (screenpixelx * 1.25)) && ((gamepixely * 3) < (screenpixely * 1.25))) { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } if (((gamepixelx * 4) < (screenpixelx * 1.25)) && ((gamepixely * 4) < (screenpixely * 1.25))) { xpos = (gamepixelx * 4) / screenpixelx; ypos = (gamepixely * 4) / screenpixely; } if (((gamepixelx * 5) < (screenpixelx * 1.25)) && ((gamepixely * 5) < (screenpixely * 1.25))) { xpos = (gamepixelx * 5) / screenpixelx; ypos = (gamepixely * 5) / screenpixely; } } if (g_rendererOptions.m_AspectRatioMode == 4) // Pixel Perfect x2 { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (g_rendererOptions.m_AspectRatioMode == 5) // Pixel Perfect x3 { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } } if (g_rendererOptions.m_AspectRatioMode == 1) // Ken Scale{ if (g_rendererOptions.m_Hidefrunning == FALSE) { screenpixelx = 640 * g_rendererOptions.m_screenUsageX; screenpixely = 480 * g_rendererOptions.m_screenUsageY; } else { screenpixelx = 1280 * g_rendererOptions.m_screenUsageX; screenpixely = 720 * g_rendererOptions.m_screenUsageY; } if ((!(g_createParams.orientation & ORIENTATION_SWAP_XY)) || (g_rendererOptions.m_screenRotation == SR_90)) { gamepixelx = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixely = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } else { gamepixely = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixelx = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } if ((g_romListOptions.m_fixaspect == TRUE) && ( gamepixelx == 384)) { (gamepixelx = 288); } gamepixelratio = gamepixelx / gamepixely; screenpixelratio = screenpixelx / screenpixely; if (gamepixelratio > screenpixelratio) { ypos = ((screenpixelratio / gamepixelratio) * g_rendererOptions.m_screenUsageY); xpos = g_rendererOptions.m_screenUsageX; } if (gamepixelratio < screenpixelratio) { xpos = ((gamepixelratio / screenpixelratio) * g_rendererOptions.m_screenUsageX); ypos = g_rendererOptions.m_screenUsageY; } } if (g_rendererOptions.m_AspectRatioMode == 2) // Ken Stretch{ xpos = g_rendererOptions.m_screenUsageX; ypos = g_rendererOptions.m_screenUsageY;} if ((g_rendererOptions.m_screenRotation == SR_180) || (g_rendererOptions.m_screenRotation == SR_270)) // Ken Correct for monitor on its side { if (g_rendererOptions.m_Hidefrunning == FALSE) { screenpixelx = 640 * g_rendererOptions.m_screenUsageX; screenpixely = 480 * g_rendererOptions.m_screenUsageY; } else { screenpixelx = 1280 * g_rendererOptions.m_screenUsageX; screenpixely = 720 * g_rendererOptions.m_screenUsageY; } if ((!(g_createParams.orientation & ORIENTATION_SWAP_XY))) { gamepixely = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixelx = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } else { gamepixelx = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixely = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } gamepixelratio = gamepixelx / gamepixely; screenpixelratio = screenpixelx / screenpixely; if (gamepixelratio > screenpixelratio) { ypos = ((screenpixelratio / gamepixelratio) * g_rendererOptions.m_screenUsageY); xpos = g_rendererOptions.m_screenUsageX; } if (gamepixelratio < screenpixelratio) { xpos = ((gamepixelratio / screenpixelratio) * g_rendererOptions.m_screenUsageX); ypos = g_rendererOptions.m_screenUsageY; } if (g_rendererOptions.m_AspectRatioMode == 2) // Ken Stretch in monitor on it side{ xpos = g_rendererOptions.m_screenUsageX; ypos = g_rendererOptions.m_screenUsageY;} if ((g_rendererOptions.m_AspectRatioMode == 0) && (g_rendererOptions.m_screenRotation == SR_180)) // Default sizes in monitor on it side{ xpos = g_rendererOptions.m_screenUsageX; ypos = g_rendererOptions.m_screenUsageY;} if ((g_rendererOptions.m_AspectRatioMode == 0) && (g_rendererOptions.m_screenRotation == SR_270)) // Default sizes in monitor on it side{ xpos = g_rendererOptions.m_screenUsageX * 0.7; ypos = g_rendererOptions.m_screenUsageY;}if ((g_rendererOptions.m_AspectRatioMode == 3) || (g_rendererOptions.m_AspectRatioMode == 4) || (g_rendererOptions.m_AspectRatioMode == 5) || (g_rendererOptions.m_AspectRatioMode == 6) || (g_rendererOptions.m_AspectRatioMode == 7)) // Ken True Pixels { if (g_rendererOptions.m_Hidefrunning == FALSE) { screenpixelx = 640; screenpixely = 480; } else { screenpixelx = 1280; screenpixely = 720; } if ((g_createParams.orientation & ORIENTATION_SWAP_XY)) { gamepixelx = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixely = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } else { gamepixely = Machine->visible_area.max_x - Machine->visible_area.min_x + 1; gamepixelx = Machine->visible_area.max_y - Machine->visible_area.min_y + 1; } xpos = gamepixelx / screenpixelx; ypos = gamepixely / screenpixely; if (g_rendererOptions.m_AspectRatioMode == 6) // Pixel Perfect Auto Fit { if (((gamepixelx * 2) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 2) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (((gamepixelx * 3) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 3) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } if (((gamepixelx * 4) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 4) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 4) / screenpixelx; ypos = (gamepixely * 4) / screenpixely; } if (((gamepixelx * 5) < (screenpixelx * g_rendererOptions.m_screenUsageX)) && ((gamepixely * 5) < (screenpixely * g_rendererOptions.m_screenUsageY))) { xpos = (gamepixelx * 5) / screenpixelx; ypos = (gamepixely * 5) / screenpixely; } } if (g_rendererOptions.m_AspectRatioMode == 7) // Pixel Perfect Overscan { if (((gamepixelx * 2) < (screenpixelx * 1.25)) && ((gamepixely * 2) < (screenpixely * 1.25))) { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (((gamepixelx * 3) < (screenpixelx * 1.25)) && ((gamepixely * 3) < (screenpixely * 1.25))) { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } if (((gamepixelx * 4) < (screenpixelx * 1.25)) && ((gamepixely * 4) < (screenpixely * 1.25))) { xpos = (gamepixelx * 4) / screenpixelx; ypos = (gamepixely * 4) / screenpixely; } if (((gamepixelx * 5) < (screenpixelx * 1.25)) && ((gamepixely * 5) < (screenpixely * 1.25))) { xpos = (gamepixelx * 5) / screenpixelx; ypos = (gamepixely * 5) / screenpixely; } } if (g_rendererOptions.m_AspectRatioMode == 4) // Pixel Perfect x2 { xpos = (gamepixelx * 2) / screenpixelx; ypos = (gamepixely * 2) / screenpixely; } if (g_rendererOptions.m_AspectRatioMode == 5) // Pixel Perfect x3 { xpos = (gamepixelx * 3) / screenpixelx; ypos = (gamepixely * 3) / screenpixely; } } }
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