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Feature Request: Widescreen support

Open Ezekiel000 opened this issue 13 years ago • 10 comments

It would be nice if in the future you could support widescreen aspect ratio.

Ezekiel000 avatar Aug 19 '11 19:08 Ezekiel000

Original game scripts and graphic don't provide wide screen support, i think in future make scale2x, but it's in the far future only. Now i make only what original game is doing.

2011/8/20 Ezekiel000 < [email protected]>

It would be nice if in the future you could support widescreen aspect ratio.

Reply to this email directly or view it on GitHub: https://github.com/Marisa-Chan/Zengine/issues/4

Marisa-Chan avatar Aug 20 '11 13:08 Marisa-Chan

The reason I asked is that the graphics of zgi & nemesis are essentially widescreen as there are always black borders which could be reduced. It's just an idea for the future.

Ezekiel000 avatar Aug 20 '11 17:08 Ezekiel000

Widescreen only scenes with pana, but many screens only in 640x344 resolution. In nemesis this is smaller.

2011/8/21 Ezekiel000 < [email protected]>

The reason I asked is that the graphics of zgi & nemesis are essentially widescreen as there are always black borders which could be reduced. It's just an idea for the future.

Reply to this email directly or view it on GitHub: https://github.com/Marisa-Chan/Zengine/issues/4#issuecomment-1860130

Marisa-Chan avatar Aug 21 '11 01:08 Marisa-Chan

640x344 is 16:9 widescreen, obviously you would still have borders as most widescreen monitors are 16:10 (which is good as zgi & nemesis need space for the menu, inventory & subtitles). The reason for widescreen support wouldn't be to fill the screen completely but to reduce stretching the image on widescreen monitors.

Ezekiel000 avatar Aug 21 '11 07:08 Ezekiel000

Now engine support 854x480 for zgi build, try compile engine and Zengine_wide will be created.

Marisa-Chan avatar Aug 30 '11 08:08 Marisa-Chan

I had to add WIDESCREEN to the build profile in Codeblocks to compile the widescreen version.

It looks good in window mode but in fullscreen it doesn't fill the screen as it's a 16:9 (WVGA) resolution where as I run 16:10 (WSXGA+), my nVidia settings show these as widescreen resolutions close to what you might want 640x400, 720x450 or 840x525 for 16:10 resolutions.

Also the main menu and intro videos are not the full width of the WVGA resolution.

Ezekiel000 avatar Aug 30 '11 09:08 Ezekiel000

I think create many profiles with resolutions, but all of them must be greater 480 in height because sub and menu areas don't intersect with gamescreen, because they may block some areas in game.

2011/8/30 Ezekiel000 < [email protected]>

I had to add WIDESCREEN to the build profile in Codeblocks to compile the widescreen version.

It looks good in window mode but in fullscreen it doesn't fill the screen as it's a 16:9 (WVGA) resolution where as I run 16:10 (WSXGA+), my nVidia settings show these as widescreen resolutions close to what you might want 640x400, 720x450 or 840x525 for 16:10 resolutions.

Also the main menu and intro videos are not the full width of the WVGA resolution.

Reply to this email directly or view it on GitHub: https://github.com/Marisa-Chan/Zengine/issues/4#issuecomment-1940470

Marisa-Chan avatar Aug 30 '11 10:08 Marisa-Chan

Well if you use the 840x525 resolution then that should work or you could try 768x480.

I did some mock-ups of how it would look at 840x525 by increasing the gamescreen to 840x452 adding boarders to bring it up to 840x525 but keeping the menus at the normal resolution (640x480) and resizing the text to 16 here: http://www.mediafire.com/?k30f2kazlp2gq2h

Would something like that be possible?

Ezekiel000 avatar Aug 30 '11 13:08 Ezekiel000

Hmm, i think i may make resizer, but it up usage of cpu because it's software-mode, because i making this engine for simple devices too that have not graphic acceleration(like dingoo A320 http://en.wikipedia.org/wiki/Dingoo_A320)

2011/8/30, Ezekiel000 [email protected]:

Well if you use the 840x525 resolution then that should work or you could try 768x480.

I did some mock-ups of how it would look at 840x525 by increasing the gamescreen to 840x452 adding boarders to bring it up to 840x525 but keeping the menus at the normal resolution (640x480) and resizing the text to 16 here: http://www.mediafire.com/?k30f2kazlp2gq2h

Would something like that be possible?

Reply to this email directly or view it on GitHub: https://github.com/Marisa-Chan/Zengine/issues/4#issuecomment-1941872

Marisa-Chan avatar Aug 30 '11 13:08 Marisa-Chan

Well for simple devices you could resize the gfx in the conversion script couldn't you then they wouldn't need the overhead of resizing stuff on the fly, so the cpu usage wouldn't be a problem as only the desktop version of Zengine would need it to be able to resize on the fly depending on what aspect ratio you are using. Also if the resizing is done during conversion then you can also optimize the compression to fit the disc space available on smaller devices. Or have I missed something.

Ezekiel000 avatar Aug 30 '11 14:08 Ezekiel000