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I am running pocketPC for the E-125, would I notice an improvement by switching to E-10X? Is it compatible with my system?
Vic
> As you are noticing, arcade games were all unique beasts. > (Almost) every one was unique. Among the differences were the size and > orientation of the screen. The orientations can generally be classified as > 'horizontal' and 'vertical'. Obviously, games with vertically oriented monitors > are more suitable for PSPC/PocketPC devices with their taller-than-wide aspect > ratio (and the reverse is true of desktop monitors). > Resolution is a bit more complicated. The original arcade games each had a > fixed resolution (i.e. Galaga's display is 224x288, 720 is 512x384). Desktop > monitors are usually able to display a wide variety of different resolutions, > espically with some of the tricky programming techniques the MAME guys know :). > So by carefully selecting an appropriate resolution, combined with possibly > doubling the pixels of the original, MAME is in most cases able to make most any > game fit pretty well on your desktop monitor. > > With PSPC/PocketPC's the story is rather different. Our devices don't have > monitors which can make a display of different resolutions; we are stuck with a > LCD of a fixed resolution (240 wide x 320 high). It is just coincedence > that many 'classic' arcade games, espically those with vertical monitors, has > resolutions which fit very nicely in this display (SI, Pacman, DK etc etc). > However, those with horizontal monitors often don't quite fit (i.e. GnG is 256 > wide; 16 pixels more than available). There are quite a few options as to what > to do about that, the simplest of which is currently implemented: you don't see > the right-most 16 pixel-columns of the game. Other options include splitting > the difference (dropping 8 from each side), and 'squeezing' the image (i.e. > dropping 16 pixel-columns evenly spaced from within the image). I'm working on > implementing the split-the-difference method in MAMECE-10X. The 'squeeze' > method would slow down the screen-drawing routine; and I can't come up with a > nice reliable elagant algorithm to make it happen for all cases (remeber, we've > only considered one case here, many many more exist). > Another possible solution for the horizontal-monitor games > which are slightly-too-wide is to rotate the display 90deg so it fits. This > usually works fine for the display, however it often leaves the controls very > difficult to use when the device is held that way :( not to mention that the > display has a columnator [sp?] so it's more difficult to look at in any > orientation other than 'normal'. I've only used this method for Track & Field > because it only requires buttons for input. Most games require joypad & at > least one button, which is difficult to do when they are on the same side of the > device when held sideways. (things may be different for the iPaq, whose owners > are used to having to play games using the press-the-joypad method for > shooting). > > Another 'special case' arises for game whose resolution it roughly twice that of > our devices. In these games, a potential solution is to simply show every-other > pixel in every-other line of the display. This is relatively simple and fast to > do (versus other more general stretching/squeezing an image). This is what I've > done to allow me to enable (and see the screen of :) the MCR games; including > Tron. See my webpage at http://www.geocities.com/dgfinck to see how it looks :) > Obviously, you lose some of the detail when you're only displaying 1 of every 4 > pixels from the original, but it's still very usable. > > To finish answering your question: forget 720, and in King Fu Master you should > only be missing the right-most 16 columns, just as in GnG, so it shouldn't be a > big deal. > > Darren > > > I have the Casio E-125. Has anyone had any screen resolution issues? Ive had > > problems with 720 and Tron, and Kung Fu master so far.The screen goes off into > > never never land. Much too big for the screen. Is there a fix? > > >
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