![]() ![]() *Character localcoord needs to be changed to half of 852, so f localcoord = 427 must be added to all character def files. Localcoord = 854x480 Local coordinate space width and height Mugenversion = 1.0 Version of M.U.G.E.N this motif works on (1.0) Versiondate = xx,xx,xxxx Version date of motif (MM,DD,YYYY or X.XX) (replace with actual date) To use fake widescreen mode, you only need to do 4 changes. I can translate these later if needed but I will try sum most of it up here in english) If you want more info on why the "854" y axis increase is optimal for fake widescreen, read these posts: from other users investigating: Ive tested for framerate drops on 100's of the heaviest stages I know of with oversized sprites etc, with the heaviest chars (AH/Blazblue/GGX) and it is barely diff from 640x480 in 4vs4 mode, even with systemexplod/precache etc set at uber max in mugen.cfg. While true widescreen mode 1280x720 slows mugen down considerably on 1.0, fakewidescreenmode doesnt as you are only increasing the length of x axis. Heres an example of a full game SP under these settings Ok guys, so I have been testing Mugen 1.0 in 854x480 resolution, AKA "Fake Widescreen mode".
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