Aspect Ratio Correction on FM Towns Games

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LogicDeLuxe
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Re: Aspect Ratio Correction on FM Towns Games

Post by LogicDeLuxe »

Raziel wrote: Mon Feb 01, 2021 8:47 am I haven't played the game for a long time, so I don't know if you have to wait for something before you can enter Annie's house.
IIrc, you have to drop a crystal in the mail slot to trigger that cut scene. After that, you can switch characters at any time and enter the door with both of them.
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

@Raziel , @LogicDeLuxe ,
Thanks for the instructions.
I will check this, hopefully next week.
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

elvisish wrote: Mon Dec 07, 2020 11:18 am The colors in Annie's office are a little different on the new version, I don't think this is an issue at all, just interesting:
Image
Long time has passed, and it doesn't even compile for me now...
Therefore, I've created a new version.
Can you please verify it again with the new version?

Code: Select all

git checkout z_zm_height_200_v9
I've "jumped" over there, with debug console and

Code: Select all

room 6
and it looks well.

So, please update what's the status of this.
ZvikaZ
Posts: 71
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Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

elvisish wrote: Sat Jan 02, 2021 10:31 pm @ZvikaZ Seems to be a slight bug in the dragon's lair, trying to actually select the hotspot and get it to stay:
https://imgur.com/CgDRTug
Well, for that one as well, I've tried "jumping over" (by 'room 28'), and it works for me.
Maybe the problem depends on other conditions as well, so, please supply a save game.
(and if you can, check with the new version I've posted yesterday)

Thanks!
Muyfa666
Posts: 201
Joined: Sat Feb 04, 2006 11:46 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by Muyfa666 »

@ZvikaZ: Do you need any more Loom testing or are you about done?
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LogicDeLuxe
Posts: 416
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Re: Aspect Ratio Correction on FM Towns Games

Post by LogicDeLuxe »

ZvikaZ wrote: Wed Feb 03, 2021 4:54 pm I've "jumped" over there, with debug console and

Code: Select all

room 6
and it looks well.
I tried that on Linux Mint. For me, it is different than the screenshot, but also some colors don't turn gray. Skin colors and some blue colors remain.
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

Muyfa666 wrote: Thu Apr 15, 2021 9:04 am @ZvikaZ: Do you need any more Loom testing or are you about done?
Well, I've decided to split the effort, and send a PR without Loom - https://github.com/scummvm/scummvm/pull/2913, and have Loom as a separate future PR.

But yes, I'm very interested in Loom testing. If you can do it, it'd be great.
Last edited by ZvikaZ on Thu Apr 15, 2021 6:35 pm, edited 1 time in total.
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

LogicDeLuxe wrote: Thu Apr 15, 2021 10:29 am
ZvikaZ wrote: Wed Feb 03, 2021 4:54 pm I've "jumped" over there, with debug console and

Code: Select all

room 6
and it looks well.
I tried that on Linux Mint. For me, it is different than the screenshot, but also some colors don't turn gray. Skin colors and some blue colors remain.
Have you verified how is it working on `git master`?
I want to verify that what you see is because of my changes - there is a possibility that it's due to unrelated changes that have entered the codebase meanwhile.

If you will discover that in `git master` (or ScummVM's daily build) it's working OK, but with my changes it's problematic - indeed, this must be fixed. If that's the case, can you please supply a save game just before entering the room?
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LogicDeLuxe
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Re: Aspect Ratio Correction on FM Towns Games

Post by LogicDeLuxe »

ZvikaZ wrote: Thu Apr 15, 2021 6:35 pm Have you verified how is it working on `git master`?
I'm not exactly sure how git works. I used "git clone https://github.com/ZvikaZ/scummvm" like you instructed earlier, which downloaded the source into a newly created scummvm directory. I changed into it and used "git checkout z_zm_height_200_v9" like you also instructed to do. Then I used "./configure" and "make", as it is the common way to compile most software.
If I did anything wrong there, please write step by step instructions how to do it the right way.
ZvikaZ
Posts: 71
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Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

LogicDeLuxe wrote: Thu Apr 15, 2021 8:28 pm
ZvikaZ wrote: Thu Apr 15, 2021 6:35 pm Have you verified how is it working on `git master`?
I'm not exactly sure how git works. I used "git clone https://github.com/ZvikaZ/scummvm" like you instructed earlier, which downloaded the source into a newly created scummvm directory. I changed into it and used "git checkout z_zm_height_200_v9" like you also instructed to do. Then I used "./configure" and "make", as it is the common way to compile most software.
If I did anything wrong there, please write step by step instructions how to do it the right way.
You did great.
What you described is exactly the way to compile my changes.

If you can run now `git checkout master`, `./configure` and `make`, it will switch to the regular ScummVM, without my changes, and recompile.
Then, if you can please verify if the issue persists.
If it does - it's not related to my changes (but still needs to be fixed, of course).
If the issue will go away - then it means that it appeared because of something that I've done, and I'll do my best to fix it.
Muyfa666
Posts: 201
Joined: Sat Feb 04, 2006 11:46 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by Muyfa666 »

ZvikaZ wrote: Thu Apr 15, 2021 6:31 pm
Muyfa666 wrote: Thu Apr 15, 2021 9:04 am @ZvikaZ: Do you need any more Loom testing or are you about done?
Well, I've decided to split the effort, and send a PR without Loom - https://github.com/scummvm/scummvm/pull/2913, and have Loom as a separate future PR.

But yes, I'm very interested in Loom testing. If you can do it, it'd be great.
So just a regular playthrough with an eye on the console and bug report? I can do that. Great game.

Do I need a special build or latest nightly?
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

Muyfa666 wrote: Fri Apr 16, 2021 4:56 am
So just a regular playthrough with an eye on the console and bug report? I can do that. Great game.

Do I need a special build or latest nightly?
Yes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:

Code: Select all

git clone https://github.com/ZvikaZ/scummvm
git checkout z_zm_height_200_v9
And then your regular compile commands.

If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip

Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.

And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.

If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.

Thanks!
Muyfa666
Posts: 201
Joined: Sat Feb 04, 2006 11:46 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by Muyfa666 »

ZvikaZ wrote: Fri Apr 16, 2021 8:10 am
Muyfa666 wrote: Fri Apr 16, 2021 4:56 am
So just a regular playthrough with an eye on the console and bug report? I can do that. Great game.

Do I need a special build or latest nightly?
Yes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:

Code: Select all

git clone https://github.com/ZvikaZ/scummvm
git checkout z_zm_height_200_v9
And then your regular compile commands.

If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip

Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.

And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.

If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.

Thanks!
I will most likely play this through on my Mac (in the sofa), not sure if I know how to compile by myself thou. :-(
ZvikaZ
Posts: 71
Joined: Thu Mar 05, 2020 7:04 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by ZvikaZ »

Well, I don't have a mac, but you can take a look at the instructions: https://wiki.scummvm.org/index.php/Comp ... mmVM/macOS
Muyfa666
Posts: 201
Joined: Sat Feb 04, 2006 11:46 pm

Re: Aspect Ratio Correction on FM Towns Games

Post by Muyfa666 »

ZvikaZ wrote: Fri Apr 16, 2021 8:10 am
Muyfa666 wrote: Fri Apr 16, 2021 4:56 am
So just a regular playthrough with an eye on the console and bug report? I can do that. Great game.

Do I need a special build or latest nightly?
Yes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:

Code: Select all

git clone https://github.com/ZvikaZ/scummvm
git checkout z_zm_height_200_v9
And then your regular compile commands.

If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip

Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.

And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.

If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.

Thanks!
I get no engine tab at all now when I try your windows build.
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