Title: Screenspace
gerstrong - November 30, 2009 08:43 AM (GMT)
Screenspace has been a longer discussion since some months.
I have the bad news that I will have to remove the so called 320x240 resolution, because it breaks every filter up since it's just a workaround.
We have to work on a better solution. Maybe someone has a good but not complex model.
gerstrong - November 30, 2009 07:57 PM (GMT)
There is a resolution called game_resolution_rect. It can be accessed through getGameResolution() using the g_pVideoDriver. What we need to create is a logic that knows how to enhance the screenspace.
I will try to push back 320x240 and it's higher scales like 640x480 and so on. Not sure if it's possible with the code we now have...
pizza2004 - November 30, 2009 10:27 PM (GMT)
We don't need to worry about expanding the screen size for now. We can expand it later on if we really want to, but I prefer it to be in 320x200 for windowed mode anyways. So we can do stuff with this later, but for now we should focus on the really important pieces of the gameplay.
gerstrong - December 2, 2009 08:33 AM (GMT)
Well,
by fixing some stuff of the CVideoDriver and trying to still support GP2X, because it needs 320x240, I decided to create a function which handles that problem, when applying a new resolution.
So nothing has really changed except that there is no workaround anymore and that you can also scale those 4:3 format resolutions combining them with filters.
Also 16:10 format can be used, but it's untested.
In theory we can use a screenspace of 640x480, but we might need to extend the scrollbuffer, so for now we disable this.
Let's concentrate on what's more important for the next version.
Btw. 320x200 and 320x240 can be selected in the menu again. try it out!
The Video Settings seems be complete and working again. Now I'll go to the Audio settings, and then options.
After that controls will be adapted. I sense a bit of fear in that function...
pizza2004 - December 2, 2009 11:41 PM (GMT)
Well, I was hoping to have a more flexible system for te resolutions. And I was also hoping that we could restrict windowed mode to 320x200 only resolutions. Then when you enter fullscreen, it actually fills the screen. This way we can retain the original feel, but with new features. I really want to do my best to stay true to the original games. It is very important we do this like that.
Also, 16:10 is 8:5 which is 320x200, so I'm pretty sure it is supported.
I want make sure that all additions to gameplay and/or graphics and audio stays as close to the original as possible.
gerstrong - December 3, 2009 09:29 AM (GMT)
Well, but 40 pixel more of screenspace shouldn't hurt ;-)
Pickle - December 3, 2009 06:57 PM (GMT)
For the handheld devices I would like to see 320x200 / 320x240 / 640x400 / 640x480 be selectable from the menu.
Also fullscreen (SDL) usually means nothing for the handhelds since they arnt running a window manager.
gerstrong - December 4, 2009 04:33 AM (GMT)
Well, the resolutions list can have those resolutions.
About Fullscreen I don't know...
Or we put a note somewhere into a file that it is fullscreen only and the GUI won't show that option, or just another #define like #define HANDHELD or GP2X (iPhone also won't have it), that would make this option freeze.
We'll find a good solution. The Menu is performed in CVideoSettings.cpp
pizza2004 - December 6, 2009 07:45 AM (GMT)
I found that it doesn't work correctly in fullscreen or windowed mode. It still sees 320x240 as the default, and won't display at 320x200 properly.