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Post by D-Type on Jun 26, 2021 1:20:31 GMT -5
Yes I recall that question. On review, my answer was:
"...if/when I write something for the Vectrex that displays full screen, I'll calibrate my Vectrex with the calibration overlay I have, then disassemble the calibration code to find out whether it's using 100% full resolution or perhaps 90% so it fits to the overlay."
and
"...you would hope there was a GCE standard based on the calibration card procedure!"
Well I did...and there isn't! Actually, I didn't bother to disassemble the test cart code as the square it draws is exactly the same size as the one I drew by default to understand calibration.
The proof is in the pudding, if you calibrate to your green A, B or C, your original games will not fit their overlays. If you calibrate to the 13x15 test overlay, they do fit nicely.
But I agree, 13x15 is a bit arbitrary, though I guess it sort of works as a compromise as you can get away with circle drawing not being /very/ elliptical and drawing outside the centre square doesn't require a much bigger scale factor.
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Post by hurraybanana on Dec 24, 2021 5:14:05 GMT -5
On the hexagonal wheels of the biker in Stunt Man Stories I had to calculate a scale for the vertical stretch so they appeared "round", literally did took my width and divided by 4 times by 3.
WHL_DS equ 47 ;63 - corrected for 4/3 ratio WHL_ES equ 95 ;126 - corrected for 4/3 ratio ;sizes for flat heaxagon WHL_CE equ 81 ; 108 - corrected for 4/3 ratio
you can see in my avatar, that I didn't bother for the head of the stunt man this was defined "square" which it clearly is not when rendered
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