So I was messing around in MAME trying to decide if I'd rather use MAME or Final Burn for my CPS/Neo Geo fix and I noticed something in the video options. Most capcom Games in fact ALL of them seem to had an option to run the game in 10:7 aspect I seem to remember reading that Capcom used some weird scaler for their Arcade games where native they were 10:7 scaled to 4:3 but I'm not entirely sure how that worked or why. So there's why I'm posting here. What was Capcom doing with their Arcade games? This does explain why most of their games looked good ON PSP since they already were in widescreen.
There isn't a scaler or anything, analog displays don't work that way. Capcom games simply tend to not have square pixels, most games didn't (they had long pixels for less H resolution). Capcom couldn't increase the vertical resolution at the time so they just increased the horizontal (shorter pixels) in order to stand out. Due to how analog displays work, they will display as much clarity as possible with their bandwidth. Other games at the time were using like half a decent monitor's bandwidth, Capcom increased it to a point before the cost of ROM outweighed the benefit (I think under 25%). Basically the frame's timing is the same as other games, but during the active video part, more pixels are pushed, at a rate which makes things in proportion on a 4:3.
I don't really see what your point is. Emulators can stretch and scale the output however you want. The real hardware didn't scale anything. It just output the picture at that resolution on a CRT. Because a CRT doesn't have a native resolution you don't need a scaler.
Yeah But MAME only displays what the orignal hardware would have Only Capcom games have the video option for widescreen. The CPS3 from what I read is the only capcom board that supported widescreen mode yet all their games going back to the first street fighter had a render mode for 12:7 I knew there had to be a reason for this. and taking into account what Calpus said I went back into the video options and it says for the reslutions Standard 4:3 Pixel Aspect 12:7 there is also a mode for cocktail in some games. most other games are 4:3 or slightly wider
Since MAME assumes your display has square pixels (computers typically do), it will interpolate each line because otherwise you'd have chubby characters. The "pixel aspect" is just an approximate way to get decent video without getting into the pixel clock and frame timing which needn't be emulated anyway.
When I select Pixel aspect everything is in purty widescreen goodness CPS3 games look especally good in widescreen all this is outputting to my TV which as we've established before is one of those weird CRT HDtvs
MAME does not equal original hardware. MAME does a nice job but if you want the real thing, buy the real thing. Don't assume that MAME is somehow perfect and the authority on everything.
There were other wacky screen formats Like Darius Gaiden Had like 40:3 or something which I presume was for some large ass cabinet. But back on the capcom end. I'm wondering just How Arcade perfect the home port of Street Fighter III is now. For the last 10 years I've assumed it was but now I'm not so sure.
Darius Gaiden was 4:3 since it was released for the Taito F3. Darius 1 and 2 were one of a kinds (along with Ninja Warriors), the cabinets used three CRT monitors next to each other in order to display the extremely wide screen format like it was intended. As far as I know the Dreamcast versions of SFIII W Impact and 3rd Strike are quite well done.
I meant the pixel aspect in Darius Gaiden had some wacky pixel aspect when I went into video options. A damn fine game. Rastan 3 also used mutiple monitors. 3rd strike on Dreamcast isn't arcade perfect. There are some minor graphical glitches and the music doesn't flow the same way In the arcade the music flows together and on the Dreamcast it stops between rounds the Dreamcast also uses the much better arrange soundtrack. The PS2 and XBOX 3rd strike is at the very least closer to the arcade. No Graphical gliches the arcade soundtrack is an option and the music flows like it should. The XBOX version even perserves the widescreen version of the game. (Pop Anniversary collection in a 360 and you're in for a semi glitchy treat)
I know at the very least the PS2 version does progressive scan if you do the boot up trick I own or have owned all 3 versions of 3rd strike and find the PS2 Version of all things to be the best. 3rd strike had decent online on the XBOX but couldn't be confiugred for arcade sticks other than the ones made for the game.
How so? I will see the arcade versions look way better than they did on consoles not by much but there are little things better color saturation and better shadows subtle things. though i don't know if it's the game or the fact it's going to my TV through an HDMI cable.
Like I said, nit picking. On the arcade cabinet it's running at it's native resolution, through RGB, and looks fantastic and the way it was intended. On your console it depends how you hook it up and what console you are using and other things which may affect video quality. But it's not like it ruins the game. I know alot of people picked on DreamCast since most ports even of low resolution games ran at 640x480 interlaced. But it really doesn't matter unless you make the decision that you hate it so much you can't just play the game.
Wasn't the CPS3 running at the exact same resolution as the Saturn? It would've been intersting to see SF III on the saturn and if the console could even pull the game off. Every console hooked up to my TV is either through component or S-video so they all look pretty good. On a sidenote Dreamcast SFA 3 > PS2 SFA collection and my PS2 is going through Component while DC is in S-Video Most games on Dreamcast 2d anyway seem to look better on DC Than PS2 but that's pretty much an established fact though right?