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Screenshot thread

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,798
Diablo1_reborn

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Malamert

Arcane
Edgy
Joined
Oct 19, 2018
Messages
2,474
Finished the Legend of Mana HD Remaster. What a lovely, heartwarming, wholesome and superb game. None too long unfortunately, only took me 45 hours to beat, but ah well, it's still great.

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Pretty good ED too.



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Here's your teacher, bro.

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Li'l Cactus is writing in a new entry his diary! Cute!

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I want to attend Ms. Thesenis' classes!

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I want to marry this beast woman!

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Now things are beginning to make sense. More on this later.

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How can one dream witch be so cute?

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Haha, time to beat the snot out of this orphan!

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God I wish I were that cactus.

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Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,798
Fallout: New Vegas

A diverse game from Obsidian Entertainment where you will encounter...​

Good black people​

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Bad black people​

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Mutated black people​

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Riskbreaker

Guest
HL, "Signal Lost"

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And something extra
Nothing to see here, move along.
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Majestic piece of work, can't find any fault with it save that it ends, and ends so abruptly with quite the cocktease.
 

Rincewind

Arcane
Patron
Joined
Feb 8, 2020
Messages
2,797
Location
down under
Codex+ Now Streaming!
Completed the first battle eradicating terrorist rebel scum, and made it to the Second Circle of the Emperor's prestigious secret organisation. Hail Imperia! :salute:

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Rincewind

Arcane
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down under
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Okay... because you brought it up, and to prevent the further spread of misinformation: that post of yours is patently wrong about aspect ratios.

Short version that applies to 99% of DOS games:
  • In 640x480 mode pixels are perfectly square on a regular 4:3 aspect ratio VGA monitor (1:1 pixel aspect ratio), hence aspect ratio correction must not be applied. You got this part right.
  • On the same 4:3 aspect ratio VGA screen, pixels are not square in 320x200 mode, but have a pixel aspect ratio of 1:1.2. Therefore aspect ratio correction must be applied! (FYI, you need 320x240 or 320x256 to achieve square pixel aspect ratio with an image that fills most of a 4:3 AR screen)
There's no ifs or buts, and it's not based on "preference" as some people mistakenly believe... Everybody who had a standard 4:3 VGA monitor in the 90s (so literally everybody) experienced 1:1.2 pixel ratio in 320x200 mode, so you always must enable aspect ratio correction for 320x200 in DOSBox. DOSBox Staging that I'm using by the way always does that by default because that's pretty much the only correct way.

About your comments in that post of yours, it doesn't matter that the blue squares aren't perfectly square if you measure them with a ruler when aspect-ratio corrected. The artist most likely didn't give much fuck, he just drew a square with equal sized sides (in number of pixels) and called it a day. What's much more important is that the human faces and characters look correct when aspect-ratio correction is enabled, and just plain wrong and squashed when uncorrected, just like on your screenshots.

More info about PAR if you want to educate yourself. Just do the calculations and see it for yourself. Btw, there was a way to achieve square pixels on VGA displays by using Mode X, but this was rarely used in games, much more often in demoscene productions:

However, 320×240 was the best known and most frequently used, as it offered a standard 40-column resolution and 4:3 aspect ratio with square pixels. "320×240×8" resolution was commonly called Mode X, the name used by Michael Abrash when he presented the resolution in Dr. Dobb's Journal.
(source)

Reference: years of graphics coding and doing pixel gfx on both the Amiga and DOS/VGA, so not quite a "newb", as you put it :)

Further explanations:
 
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Rincewind

Arcane
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Joined
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It's all great and everything, but I still prefer my "plain wrong and squashed" output (320x200 resized 2x):

You might prefer playing it in pink sunglasses standing on your head, still only the aspect-ratio corrected version is objectively correct. That's how the artists created the original art on a VGA screen. You just got used and attached to the incorrect AR, that's all. Btw, the face of the guy obviously looks squashed when not aspect ratio corrected. Same for the floppy image on the backup icon. There's nothing to argue about here, I just pointed out the obvious facts.

I've also checked the '98 Win9x version, and for some reason, characters look exactly as "plain wrong and squashed" as in my screenshots (black bars at top and bottom - IMO to keep proper AR, instead of being stretched vertically, like in your screenshot):

Probably one of many things this version does wrong, 'mrite?

It's a shoddy port then. Most likely they didn't want to fuck around properly upscaling stuff, they slapped on a 2x integer scaler and called it a day. Another reason why they didn't properly AR correct could be that it looks like shit on a 640x480 or 800x600 screen, there would be a lot of interpolation going on. It's much less of an issue at higher resolutions like 1920x1080.
 

Rincewind

Arcane
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Joined
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Location
down under
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"Arguing" about the necessity of aspect ratio correcting 320x200 DOS games on square pixel aspect ratio modern screens... that's a new low even for codex standards. Feels like "arguing" with a flat-earther. I blame public education!
 

Morenatsu.

Liturgist
Joined
May 6, 2016
Messages
2,619
Location
The Centre of the World
On the other hand, you definitely shouldn't use aspect ratio correction on 256x240 console games. Unless you should.

And on the third hand, RGB-modding old consoles is absolutely wrong. Composite 4evar.
 

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