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> DoubleRes = 4
Q-man
Posted: Mar 18 2003, 04:33 PM
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it's just small information.

edit mugen.cfg like below.
Width = 640
Height = 480
...
DoubleRes = 4



and open kfm.cns and edit 'scale' like below.
xscale = 0.5
yscale = 0.5



http://cgenesis2nd.net/mugen2.jpg
now... here is small kungfuman of high resolution.

well, i think this method can make possible to create GGX char of high quality.
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Orochi Herman
Posted: Mar 18 2003, 05:36 PM
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Question:

Are system explods such as hitsparks scaled also with your method? Would they be capable of high resolution?

In other words, graphics that are not controllable from the character files will appear scaled too, right?


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Pneophen
Posted: Mar 18 2003, 08:14 PM
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If I'm not mistaken, you have just found a way to display CPS2 characters with a normal ratio. o_O


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Orochi Herman
Posted: Mar 18 2003, 09:39 PM
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err no.

We're talking about running mugen in 640x480, allowing hi-res sprites.


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Pneophen
Posted: Mar 18 2003, 10:16 PM
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I know what you are talking about, but it also allows you to scale CPS2 characters without them being as horribly disfigured due to the new resolution.

http://pneophen.homestead.com/files/blargh.jpg


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Q-man
Posted: Mar 19 2003, 12:56 AM
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[quote author=Ayu Tsukimiya link=board=4;threadid=1042;start=0#msg11434 date=1048009016]
Question:

Are system explods such as hitsparks scaled also with your method? Would they be capable of high resolution?

In other words, graphics that are not controllable from the character files will appear scaled too, right?
[/quote]

to use high resolution sprites in proper size, editing 'scale' is indispensible.
there's no way to revise size of 'spark', i think.
to use high resolution effects, they must be used by explod state controller(or projectile), like this.

[State 191, 2]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 192
postype = p1
pos = 60, -70
velocity = 2, -4
removetime = 35
scale = 0.5, 0.5


um... to use high resolution sparks, all sparks would be coded by explod.
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Shin DIO
Posted: Mar 19 2003, 01:05 AM
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the character Chiyo-chichi is using that, there's an explanation in the site
http://mugen-site.hp.infoseek.co.jp/index.html
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Yojimbo
Posted: Mar 19 2003, 01:33 AM
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[quote author=Q-man link=board=4;threadid=1042;start=0#msg11432 date=1048005202]
it's just small information.

edit mugen.cfg like below.
Width = 640
Height = 480
...
DoubleRes = 4

[/quote]

Odd, those settings don't seem to work for me. I double click the mugen icon, the usual DOS window comes up, it gets to "Initializing Keyboard" the screen goes blank, disappears and leaves me on the desktop with no sign of the DOS window...

I'm running Windows XP Home, so maybe this is something to do with that?
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Winane
Posted: Mar 19 2003, 02:16 AM
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It's also worth noting that this can slow things down quite a bit. On my Mobile 1GHz PIII with a GeForce2Go, I can just barely get 60 fps with basic characters and stages, and with anything more intensive, it slows Mugen down considerably.
Still a pretty cool tip, though.
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VinnyJ
Posted: Mar 19 2003, 02:31 AM
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Does this work on Linux Mugen also?
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Orochi Herman
Posted: Mar 19 2003, 09:04 AM
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[quote author=Pneophen link=board=4;threadid=1042;start=0#msg11447 date=1048025760]
I know what you are talking about, but it also allows you to scale CPS2 characters without them being as horribly disfigured due to the new resolution.

http://pneophen.homestead.com/files/blargh.jpg
[/quote]

Oh that.

I agree. That's what they used to even out the sprites for MVC2.


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Posted: Mar 19 2003, 03:55 PM
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ohmy.gif ohmy.gif ohmy.gif ohmy.gif ohmy.gif ohmy.gif ohmy.gif

Heck! Hi resolution Mugen!! Has been here, all the time!!!

Why I has been wasting my time editing low res sprites!!

HI-RES will make easier to make characters from scratch (hand-drawn) and even improve the looking of the existing ones!

I were resized Little Tamao and Yuka to fits my Kaydee size (projs and else). Not so lucky:

[img]http://dominioranma.dreamers.com/mugen7.jpg[/img]

But now I got this:

[img]http://dominioranma.dreamers.com/mugen6.jpg[/img]

smile.gif

(Now I figure how to get a hi-res Kaydee and Yuri wink.gif )

So no more CPS2, GG, AOF and so characters resized with quality loss...

Would this work also on screenpacks, lifebars and storylines? What about select screen? We would have four times more spaces before real resizing be needed

Dunno you, but I'm gonna make the change

If you have a nice method to resize and work on double sprites and so, please tell me smile.gif
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Orochi Herman
Posted: Mar 19 2003, 08:01 PM
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Jorge, methinks anything not controlled by the character cns will be scaled no matter what.

Only exception are fonts.

Anything else like graphics in system.sff, lifebars, etc will scale regardless.

I stand corrected. O_O


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Blacknoah
Posted: Mar 19 2003, 09:51 PM
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[quote author=Pneophen link=board=4;threadid=1042;start=0#msg11447 date=1048025760]
I know what you are talking about, but it also allows you to scale CPS2 characters without them being as horribly disfigured due to the new resolution.

http://pneophen.homestead.com/files/blargh.jpg
[/quote]

So does anyone have the correct CPS2 scaling ratio? I've tried X=.95, Y=1.05, but it still doesn't look quite right...
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Shin DIO
Posted: Mar 19 2003, 10:00 PM
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[quote author=Jorge H Campos link=board=4;threadid=1042;start=0#msg11490 date=1048089320]
I were resized Little Tamao and Yuka to fits my Kaydee size (projs and else). Not so lucky:
[/quote]

Didn't you hated Variable Geo?

[quote]
I offered my contribution to okidoki mugen, with the review of reimi by legatoB, a big mouth that misses so many opportunities to keep it shut. So let's begin. reimi is a character that comes from variable geo an unknown fighting game for otakus in lack of social relationships. I for sure don't want to play it at all, judging from this mugen conversion.[/quote]
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