I hate how TerryMasters seems to think if my examples aren't totally flawless then my entire argument is invalid and falls down like a house of cards. Well I'm sorry but it doesn't and my GIF's back me up on it
No they don't.
For shits and grins lets take a look at my corrected 4:3 scorpion shot compared to TerryMaster's photo lets flip back and forth shall we:
The frame isn't exactly at the same spot but it's pretty spot on so yes.. viewing the raw sprite you get a wider than you are supposed to have effect.
Really? My 4:3 arcade monitor looks like your 4:3 MAME reproduction? You don't say. Unfortunately the purpose of that picture was to debunk your lifebar theory, which I did successfully (
http://www.trmk.org/forums/showthre...mix-with-MUGEN?p=460662&viewfull=1#post460662).
Let's take a look at the two rendering methods and compare them shall we:
720p "Extra Geometry" Pixel Aspect Ratio (Correct):
720p Extra Geometry 4:3 Aspect Ratio (Incorrect):
Overshadowed much? That's not even taking into consideration the "SNES effect" that's going on with the sprites. You're complaining that you want to make the HD version look more like what you saw through a CRT - which
absolutely none of us will be playing this on. Because that was 4:3, you know what's not 4:3? The output of the arcade hardware. You know else isn't 4:3? Our widescreen HD monitors. So if the original arcade hardware didn't push a 4:3 image, and our new HD screens aren't 4:3 either... lets make it look like 4:3?
You aren't getting a "wider than supposed to" effect, you're getting the
actual image. So because that's not what you saw on some borderline-flyback faulty arcade when you were five, we should make it look like that instead of utilizing the technology we have today to render this thing the way it was meant to be. The Y-Unit board's native resolution is not only what they designed the entire game around, it's what displays the actual imported graphics of the actors -
properly. What happens when you take an image and squish it? It gets compressed and something, I wanna say a four letter word starting with a "d", gets lost in the process... we should
totally build the entire game around that.
Timer in Native PAR (Correct):
Timer in 4:3 (Incorrect):
Take a look at the four arrows. The first image shows two solid pixels highlighted in black. The second shows the exact same pixels in 4:3. Why does the 4:3 image that's squished together appear to have more pixel coverage than the native one? Because it's
pushing pixels over into areas they shouldn't be in. It's not making it bigger or wider, it's
overlapping and
taking priority over what you should actually be seeing. On CRT's that wasn't a problem, but these aren't tubes anymore. That graphical data's gotta go somewhere, it doesn't just disappear. So your argument is to base the game off an aspect ratio of what you saw vs what was actually there when what you saw was a
loss of image data.
I've proven two of your "theories" wrong beyond a shadow of a doubt, and you still argue that your "facts don't lie". If we took your word over the people who actually knew what they were talking about we'd end up with the clock at the top pixel of the screen (
http://www.trmk.org/forums/showthread.php/25235-Mortal-Kombat-HD-Remix-with-MUGEN?p=460645&viewfull=1#post460645). Just because you
think you know something, doesn't mean you do. And I'm not saying this angrily or mad, sure I'm being witty but only because I'm trying to drive the point across. I don't mean anything by it. Not that it's your fault, but sometimes people don't understand what you're saying unless you yell. At least that's what I'm coming to believe.