De hecho, es una Global Edition, o cerca:
11.052 12-10-2017 14:50:52
Re: Low-res screenshots (86 respuestas, enviadas el English talk)
OK. The PC98 screens thing for now, then. You're referring to this post from 2010:
Another thing is PC88 games (and several other computer games I'm sure) that run at different weird resolutions, and with different aspect ratios it seems:
Is that Wer Dragon?
See, that's what I meant. All the CRT games have a 4 : 3 aspect ratio. It just happens that many of them have also black borders, but those are also part of the screenshot itself. You'll find all the interweb emulator screens from PC88 and PC98 games at 640 x 400, but the actual hardware always left two black borders for a 640 x 480 full-screen resolution. So when you find this, for instance (PC98 Digan no Maseki):
...you actually should be editing it in order to get this:
Your proof, in case:
http://postback.geedorah.com/foros/view … 9430#p9430
To which you, to sum it up, object with this:
480 lines is NOT possible in 24khz, let alone something that needs to be deliberately added for some reason. The only reason you might see letterboxing is that it's essentially showing a 16:10 image (8:5, 4:2.5) on a 16:12 (4:3) screen, and if the software was made to use square pixels rather than ones stretched to 120% of normal height, you have to adjust the pic to be a little squashed.
I'm afraid you misunderstood my message there and it's pretty much my fault. There're too many subjects mixed-up in this thread now and my poor wording there (2010!) is not helping to clarify what was being discussed in that moment. See, in actuality, this thread is about web page design, about how to show game screenshots in game reviews. And for that very matter, I advocate a whole real state approach instead of a frame-buffer approach. The user, in the end, doesn't care about the cause of the letterboxing -- he just get black borders or he doesn't, and that affects his experience (full-screen gaming has always been a concern for a reason, as you'll agree).
So when I used the actual hadware phrase in that post I was just trying to remember that everybody is forgetting the PC98 monitor in the equation (which *always* had a 4 : 3 ratio, 'cause nope, *nobody*happened to have an actual 16 : 10 monitor designed for 640 x 400 with square pixels). That is to say, this picture:
...is not there to count pixels, but to explain the game/experience.
You seem pretty versed in PC98 matters (much more than myself, in fact, which is not that hard) so I'm sure this is not necessary, but since that title screen may not be clear enough for everybody and given that this thread seems to have more relevance than even I am aware of, let's do a bit of hotlinking:
(Thanks, Tokugawa)
Give it a try -- you just won't find a single PC98 game (not one that matters, at least; and I'm not counting 9821 games since that's another platform altogether) which looks more natural (or just plain correct) with its graphics using a 4 : 3 ratio (though for not few cases, I'm sure, it won't matter much and therefore this distortion will come off more convenient). And yeah, even if on the original hardware, you have to adjust the pic to be a little squashed. Notice I indeed leave apart the aforementioned black borders when talking about graphics.
So those pics above from random PC98 games are not actually screenshots, but merely full-frame, 1 : 1 graphics. Semantics; what can you do.
Of course, we're talking of analog display technology, so ultimately it's up to the user's preferences and settings, but, even if I myself am not too anal with aspect ratios when gaming (not as little as to turn unmissable circles into flagrant ovals, though!), I think you can't skip the as intended part when doing game review.
This leads us to the part of your dissertation where I disagree:
So, burning-in letterboxing to 640x400 PC98 images is just the same as doing similar to bulk out 640x200 to 640x240 or 320x200 to 320x240... or indeed 640x200 to 640x480 instead of just stretching to 640x400.
Editing the full frame is editing the full frame no matter how, I guess, but I'm not sure this approach is useful beyond hardware analysis and pixel count. When you burn-in letterboxing to 640 x 400 for a 640 x 480 screenshot or say, EGA's 320 x 200 for a 320 x 240 one, you're doing that because you know the original display used (or should use) square pixels and that kind of mimics what you see on screen. When you do it with a 640 x 200 for a 640 x 480 screenshot -- to illustrate:
...you're doing... nothing which makes sense, no matter the approach.
Stretching (line-doubling, whatever) to 640 x 400 is not very different, if you ask me. On the one hand, you distort the pixel so that the picture's integrity is lost and on the other, you still don't represent the original letterboxing. Two wrongs don't make a right. At least, add a scanlines effect.
Anyway, the hardware point of view is utterly interesting, and I want to thank you for the heads-up. The PC-9801 series (much like most Japanese PCs) is not too well documented after all, and the video thingie likely suffers the most from that. I didn't know for certain that it had a 15-kHz mode, for instance, and always thought it didn't make much sense since the main reason behind the computer's conception was better hardware for kanji usage than the PC-88 series (and also, you never find 15-kHz games on it, despite all the direct ports from the 88 Mk-II SR without graphic alterations). But that makes for another thread, I'd say. In fact, it's perfect material for a new thread on Eiusdemmodi [ > ], given its relevance in the emulation field. One of the things pending there is documenting the video aspects of every relevant gaming system so that we can pick later the best emulators currently for CRT usage and properly configure them, and the PC-9801 series is as good as any other to begin the task. Hopefully at this point you've heard of CRT Emudriver and Calamity's work, but if you haven't, I'm sure you'll enjoy what you'll find there. And you'll find out that there's no need to explain stuff like horizontal scan rate, blanking lines and other CRT technicalities which, simply, were required beforehand for what we're attempting there. So if you're willing to participate, I can create an account for you -- automatic registration is disabled.
If you aren't, please, let me know if you wouldn't mind me asking you some questions about the subject in another thread here.
As for the Atari monitor thing, have you tried asking here?
11.053 11-10-2017 10:01:30
Re: Low-res screenshots (86 respuestas, enviadas el English talk)
Wham! You'll have to give me a few days to read it all and properly address every subject -- I'm a bit too busy this week. It seems it's a good moment to split the discussion into several threads, anyway. I'm liking what I'm reading and I'm aware there're many things here which need further elaboration and even corrections, so don't worry.
11.054 10-10-2017 18:43:13
Re: Demon Gaze (PSV). (12 respuestas, enviadas el Hablemos de juegos)
Demon Gaze II: Global Edition (PS4, PSV), anunciado:
11.055 10-10-2017 18:41:11
Re: Curiosidades, en este hilo. (1.778 respuestas, enviadas el Hablemos de juegos)
Developer Interview, Volume 6 -- Kirby Super Star - Masahiro Sakurai
11.056 09-10-2017 21:22:35
Re: Shikhondo ~Soul Eater~. (11 respuestas, enviadas el Hablemos de juegos)
Disponible sólo en la plataforma Steam:
11.057 09-10-2017 21:20:06
Re: Flynn ~Son of Crimson~. (10 respuestas, enviadas el Hablemos de juegos)
Han recogido una de las peores características de Kamigami no Triforce -- el mundo dual:
https://www.kickstarter.com/projects/th … ts/2009611
...y una de las peores de Dragon Ball: Advance Adventure -- la agotadora necesidad del "combo" continuo contra todo enemigo:
https://www.kickstarter.com/projects/th … ts/2006320
¿Su primer objetivo con el excedente de la campaña? ¡Todas las plataformas posibles!
11.058 08-10-2017 20:53:37
Re: Cuphead. (21 respuestas, enviadas el Hablemos de juegos)
Parece que se ha convertido en el juego del momento en Norteamérica así que, un aviso de que el juego recibirá un importante ajuste del balance; mejor esperar:
http://www.neogaf.com/forum/showpost.ph … count=3258
Además, han prometido edición física a medio plazo.
11.059 08-10-2017 20:50:20
Re: Extraoficiales, pero traducciones. (215 respuestas, enviadas el Hablemos de juegos)
11.060 07-10-2017 10:31:59
Re: Retro Freak Arcade Stick. (2 respuestas, enviadas el Arcade sticks)
Me sonaba a alguno de éstos pero no pensé que sería un homenaje tan... palmario. Una pena que no le hayan copiado también la distancia palanca - pulsadores.
11.061 06-10-2017 18:03:48
Re: Nos queda el doujin. (3.258 respuestas, enviadas el Hablemos de juegos)
The Iron Oath is a turn based tactical RPG
11.062 06-10-2017 17:47:04
Re: Novedades importantes en emulación. (116 respuestas, enviadas el Hardware del vídeo y emulación avanzada)
Recap escribió:Recap escribió:Por 10 dólares americanos se puede adquirir temporalmente un paquete de imágenes de ROM de muchos de los mejores juegos que dio Neo-Geo:
Por supuesto, vienen con su propio emulador para que cualquiera las pueda jugar, pero, obviamente, es lo que menos importa. Los "romsets" vienen nombrados y empaquetados según la norma MAME y no son difíciles de encontrar. Y recordad que cada "set" incluye la versión original nipona del juego y las adaptaciones foráneas, así como las versiones MVS y AES.
No es, ni de lejos, la primera vez que se pueden adquirir legalmente las ROM aptas para emuladores externos, pero sí la primera vez que se da tanto por tan poco -- incluso vienen con las versiones WIN de KOF 98 UM y KOF 2002 UM.
Choutetsu Brikinger (cuyas ROM procedían de la edición para Wii, ya que nunca fue comercializado en su formato original), Blazing Star, Real Bout 2, añadidos al paquete.
https://www.gog.com/news/release_15_snk_neogeo_classics
Vía Foro de Neo GAF.
11.063 06-10-2017 17:44:42
Re: Blaz Blue Cross Tag Battle. (32 respuestas, enviadas el Hablemos de juegos)
11.064 06-10-2017 17:43:45
Re: Monster Boy. (16 respuestas, enviadas el Hablemos de juegos)
http://monsterboy.com/blog/index.php?/a … r-Boy.html
(¿Y si contrataran a un artista japonés de una vez no les saldría más económico?)
11.065 06-10-2017 00:55:38
Re: Guilty Gear XX Accent Core. (76 respuestas, enviadas el Hablemos de juegos)
Una entrevista a D. Ishiwatari y T. Mori (responsable de Blaz Blue) sobre los orígenes de GG:
http://news.denfaminicogamer.jp/interview/171004b (doble página)
La compañía a la que se refieren al inicio como su punto de encuentro es Picpac Airreal, de cuyo estudio salió el Samurai Deeper Kyo de PS (en el que es posible que trabajara este par) o Tankendou (WIN) [ > ]:
https://web.archive.org/web/20040807194 … /web/html/
Y desvelan que GG, el primero (ajeno a Sammy), iba a tener versión en DC antes de que se gestara GGX.
11.066 05-10-2017 23:56:53
Tema: Retro Freak Arcade Stick. (2 respuestas, enviadas el Arcade sticks)
Pensado para las consolas emuladoras de este fabricante pero también para uso en WIN y MAC por USB, será un "todo Sanwa" básico de 1,2 kg y 15.000 yen con conexiones "fast-on" para sustitución cómoda de componentes:
11.067 05-10-2017 23:42:51
Re: Nos queda el doujin. (3.258 respuestas, enviadas el Hablemos de juegos)
11.068 05-10-2017 23:40:03
Re: Curiosidades, en este hilo. (1.778 respuestas, enviadas el Hablemos de juegos)
Retro Duo. Una de esas consolas "clónicas" multisistema que ha llegado a Japón [ > ]. Su distribuidora ha llegado a una acuerdo con Jaleco, Culture Brain y Coconuts Japan (de momento) para la edición de cartuchos recopilatorios con sus obras originales de FC y SFC. Y lo primero en llegar será:
11.069 05-10-2017 23:36:37
Re: Wonder Boy: The Dragon's Trap. (5 respuestas, enviadas el Hablemos de juegos)
Si finalmente los norteamericanos ven una edición de éstas del inminente Battle Garegga Rev. 2016, va a ser ambas -- una ironía y una paradoja.
11.070 05-10-2017 12:04:57
Re: Omega Strike. (1 respuestas, enviadas el Hablemos de juegos)
Disponible.
11.071 05-10-2017 11:51:07
Tema: After Death. (3 respuestas, enviadas el Hablemos de juegos)
https://afterdeathgame.wordpress.com/
http://store.steampowered.com/app/713160/After_Death/
Para WIN, obra de un par de aficionados más un compositor, sólo bajo la plataforma Steam.
Tiene efectos "post-escalado" así que dudo que pueda ejecutarse a su resolución de diseño, que es la de estas capturas (412 x 360, prescindiendo del espacio vacío).
11.072 05-10-2017 11:32:44
Re: Curiosidades, en este hilo. (1.778 respuestas, enviadas el Hablemos de juegos)
Rare “Behind-the-Scenes” look at the classic 1984 Tower of Druaga arcade flyer!
11.073 05-10-2017 11:26:51
Re: Silver Jiken (WIN) (16 respuestas, enviadas el Hablemos de juegos)
Inaugurado espacio para el "pack" y primeras ilustraciones de 25-Ku en Famitsu Dot Com:
11.074 04-10-2017 16:40:46
Re: Fighting Edge de Hori. (4 respuestas, enviadas el Arcade sticks)
Edición para PS4/X-Input (WIN), 25.000 yen, 31 de Diciembre:
11.075 04-10-2017 16:22:54
Re: Blaz Blue Cross Tag Battle. (32 respuestas, enviadas el Hablemos de juegos)
https://twitter.com/graymartigan/status … 5348511744
Vía foro de Neo GAF.