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Heihachi_73
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Reged: 10/29/03
Posts: 1074
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Re: Depixelizing pixel art
05/27/11 02:24 PM


> Maybe the wrong board.
>
> http://www.cs.huji.ac.il/~danix/
> http://www.golem.de/1105/83740.html
> -Flynn

I was going to try the same thing with MUGEN a few days earlier, however I was practically laughed off their forum, with people saying that no-one would ever convert "their" hard work (e.g. ripping Capcom's CPS sprites and leaving them unedited, save for palette mods, in that stupid 1:1 384x224 format is 'hard work').

My suggestion was to use the SVG format, which would look good in any resolution (note that the MUGEN kiddies just love running the game in 1080p widescreen, yet still use graphics designed for a 15KHz, 4:3 arcade monitor) and also allow for a proper standard to be made, so all characters can be sized correctly regardless of the game they were originally from (e.g. MK series characters will always tower over Street Fighter characters). But no, they want to stay in 1992 and use 256-color PCX format images, all jammed inside a proprietary container format so that they can use separate still images as animation. Note that SVG natively supports animation, and can also embed raster images as a fallback, if they really need.







Entire thread
Subject Posted by Posted on
* Depixelizing pixel art Flynn 05/27/11 08:55 AM
. * Re: Depixelizing pixel art crowlos  06/05/11 09:23 PM
. * Re: Depixelizing pixel art Heihachi_73  05/27/11 02:24 PM
. * Re: Depixelizing pixel art StilettoAdministrator  06/05/11 08:20 PM
. * Re: Depixelizing pixel art BIOS-D  05/31/11 01:50 PM
. * Re: Depixelizing pixel art mogli  06/02/11 03:55 AM

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