#BEST CPS2 EMULATOR FULL#
You seem to have your head wrapped around the basic idea at this point, but it doesn't hurt to reiterate since so many people still seem to have trouble:Īll Capcom CPS games were designed to be displayed in 4:3, full stop. Your use of the words "official" and "unofficial" is puzzling. I am aware that this was by choice, but was wondering if the data had perhaps existed before in an older character or some such.
I have looked at chars such as Astonishing Cyclops by Verz and Loganir, they do not seem to have accurate frame data from the original game. It would perhaps be easier to also rip the sprites with this data, rather than add it to pre-existing ripped sprite packs? I was just wondering if it would be pointless to rip this data if it has already been done. Umm I hope that made sense, I'm not good at summorising.īy the way, as we're on a related topic - Are there already Mugen chars from games such as X-Men: COTA which have accurate hitboxes and frame data? I have searched with no luck, but maybe I've missed places. in emulator), I could just use the ones I used to rip the sprites (wide), and batch them all in Photoshop to 4:3. I would rather the screenshots be in 4:3, but instead of taking extra shots in 4:3 (by changing res. But I may want to take some screenshots as well. If I rip sprites from X-Men: COTA, which will be used in Mugen then it's fine.
It's just for a little project I might be doing. So would the optimal option be to take the already ripped 12:7 sprites and squish them in an app like Photoshop? Would it be good if these sprites where ripped again from scratch? I'm not sure. Is there a reason for this? I was thinking perhaps this - When an emulator is "squishing" these games to 4:3, are we losing details? That would be a shame, because I think the characters look fat in 12:7. I haven't checked all of them, but X-Men: COTA sprites seem to be ripped at 12:7.
#BEST CPS2 EMULATOR ARCHIVE#
I found a link on MFG to a load of rips, I can't remember if he/she has a different name on MFG, but the archive is under the name ' doancm2003'. My question is - Which aspect ratio is better for ripped sprites? Maybe it's just my luck, but when I find sprite rips for CPS2 games, they have been ripped in 12:7. I said I was going to say "a little about it", didn't I. You can see on one of the first screens, the QSound one, that the Q isn't a circle, it's been stretched. Perhaps they did account for this in some games, but I've only been playing one recently, which is X-Men: Children of the Atom. In other words, they drew them in 4:3 and then they are stretched out to 12:7. It doesn't seem to me like Capcom actually accounted for the fact that the graphics will be squished after processing. Personally I prefer 4:3 standard (384 x 288). This is when opinion comes into it, some people use this res. Many emulators will run CPS2 games in this widescreen res. Anyway, when running these games on fancy modern monitors, the 12:7 isn't squashed, it's just displayed as a kind of widescreen. Something to do with preserving quality, I think. The technicalities go a bit over my head, but it seems that the 12:7 ratio was intended to be squashed into 4:3. There are users on both sides of the fence. So the official one is the correct one to use in emulators, right? Well it looks like people have argued about this topic online before, so I'll try not to be too judgemental about it. This aspect ratio is 384 x 224 in resolution and is the actual official res.
I should say a little about it though, because it's relevent to my question - There is a " standard" mode which is 4:3, and a kind of widescreen mode which in some emulators would be called a 12:7 ratio.
If you understand it already, skip to my 5th paragraph. CPS2 games have an odd resolution, this has been discussed online before, so I won't go into too much detail.