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game should be configured, or to add relevant information regarding
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Once Frode updated the documentation by all means have a look yourself Goingdown I can also send you my draft about the new syntax per PM on EAB if you want? I also think that for some games it's just not worth the hassle to try to make it fully zoomed on every screen.
It seems that in some scenes the specified viewport is not working properly (for example, when taking elevator to top floor on Police station)... It might be that 640 x 400 is best used in game.
@GoingDown, the syntax is new, and TheCyberDruid has even written nice documentation for it -Now that 2.2 is released, the documentation can be updated!
@TheCyberDruid, could you please elaborate a little bit the viewport syntax you are using? What the numbers inside [ ] means? Documentation is not telling anything about that.
Posted by
TCD at
2013-03-17 22:44:49 (Updated 2013-03-17 22:46:03):
@Goingdown: viewport narrowed down further... it seems the 20 pixel gap is there for the menu strip... I tried my best, but the game just doesn't seem to cooperate. I won't spend more time on finding a better solution since the game is dog slow even with warp enabled...
TODO: I'll have a look at the viewport in a few minutes The cover scan is rather 'bright'. I can provide a darker, but lower resolution/quality scan for somebody to fix/merge it to a good version.
Even with viewport specification, there is about 20 pixel black bar on top during intro. But in game, there is about 26 pixel black bar on bottom... I could not figure out how to get both fixed on same time.
@jyanncorp Good use case for A1200 then
Run smoother and faster on A1200, no slideshow effect on animations.
Check your PMs on EAB Goingdown
I cannot find the new updated documents. I only have http://fengestad.no/fs-uae/options and there is nothing about the new syntax
Once Frode updated the documentation by all means have a look yourself Goingdown I can also send you my draft about the new syntax per PM on EAB if you want? I also think that for some games it's just not worth the hassle to try to make it fully zoomed on every screen.
It seems that in some scenes the specified viewport is not working properly (for example, when taking elevator to top floor on Police station)... It might be that 640 x 400 is best used in game.
@GoingDown, the syntax is new, and TheCyberDruid has even written nice documentation for it -Now that 2.2 is released, the documentation can be updated!
@TheCyberDruid, could you please elaborate a little bit the viewport syntax you are using? What the numbers inside [ ] means? Documentation is not telling anything about that.
@Goingdown: viewport narrowed down further... it seems the 20 pixel gap is there for the menu strip... I tried my best, but the game just doesn't seem to cooperate. I won't spend more time on finding a better solution since the game is dog slow even with warp enabled...
Much better Frode
Brightness isn't generally a problem to fix, I've uploaded an attempt to improve the cover
TODO: I'll have a look at the viewport in a few minutes The cover scan is rather 'bright'. I can provide a darker, but lower resolution/quality scan for somebody to fix/merge it to a good version.
Even with viewport specification, there is about 20 pixel black bar on top during intro. But in game, there is about 26 pixel black bar on bottom... I could not figure out how to get both fixed on same time.
The WHDLoad version crashes with address error exception on A600 after the intro.