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PeteCotton Guru Joined: 13/08/2020 Location: CanadaPosts: 543
Posted: 10:18pm 13 Sep 2024
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I know this is a huge ask - and after everything you've given us already, I do feel cheeky asking for it - but could we have a low resolution wide screen mode on the CMM2 - please?
If not, of course I fully understand - but if you don't ask, you don't get
These are the current screen resolutions, along with how many pages of graphics you can have for each.
The classic modes such as 320x200 are fantastic for game development because you can have 25 pages at 16-bit, and being much lower resolution, the blitting is really fast.
The current widescreen modes use significantly more memory (higher resolution) and therefore don't have much in the way of sprite/buffer pages.
However, if I use the lower resolution screen on my widescreen monitor it gets stretched out like this (image below) which distorts any sprites especially if they are rotating.
Realistically most people won't have 4:3 monitors - so producing games for low-res widescreen makes sense (to me anyway).
Maybe something like 480x270 (quarter of 1920x1080)?
Thanks for reading this far. And I quite understand if the answer is "no - stop being greedy"
Edited 2024-09-14 08:19 by PeteCotton
phil99 Guru Joined: 11/02/2018 Location: AustraliaPosts: 2619
Posted: 03:33am 14 Sep 2024
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While awaiting another bowl of gruel, multiply all X values by a scale factor. Eg. CIRCLE 240, 160, 130 ,, 0.75
PeteCotton Guru Joined: 13/08/2020 Location: CanadaPosts: 543
Posted: 06:18am 14 Sep 2024
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Thanks, but alas my issue is with sprites/tiles. The circle was just to demonstrate the issue. As they rotate, the non-square nature of the pixels elongates them horizontally.
matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 10250
Posted: 07:32am 14 Sep 2024
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Can't do anything for the next couple of weeks but will have a look when back home.
PeteCotton Guru Joined: 13/08/2020 Location: CanadaPosts: 543
Posted: 03:44pm 14 Sep 2024
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I cannot thank you enough Peter, for everything you've done so far, and for still supporting the CMM2 and pushing it forward. It is very very much appreciated .