gregf |
Ramtek's Trivia promoter
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Reged: 09/21/03
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Posts: 8613
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Loc: southern CA, US
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Re: Galaga and Galaxian Text Positioning
12/04/14 07:50 PM
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>Games have a 'playfield' - which is the size of the physical area to which the software >(game) can draw to - E.g. 320x240. The software will draw to positions relative to the >playfield. The positioning or stretching of the monitor is irrelevant. The game cannot >know how you have set the pots on the monitor. If you crank you brightness right up, >you will usually see the true actual playfield area appear as a slightly darker area.
What you and Sune explained correctly points out one cannot reply on one reference since it is possible for operators to make various adjustments. The same thing can also be done with discrete audio outputs for some of the 1970s/1980s era games where operator can adjust the pitch frequency output, audio speed settings for specific sound effects etc.
>Sprite misplacement is a common issue and I have seen this in several games. For >example, Dig Dug (a few years ago now), and more recently Turtles. This one is easy to >spot. Note at the start of the game, when the baby turtles walk to the left on the >roof, their feet are actually 1 pixel into the roof itself. They should be actually >walking on top of the roof. It is also apparent during gameplay - I simply haven't >bother to report this. So sprite placement is a tricky thing to get right as separate >hardware maps the sprites onto the playfield.
I'd still say send in a report or at least post here since emuchat forum is visited a lot.
I enjoyed reading your past descriptive bug reports on MT, but fortunately online video means less time having to be spent describing in detail of when or where an emulation bug occurs since video or save states saves a lot of typing when posting bug reports.
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