The reason is largely that tooling to give the artists true end-state WYSIWYG simply didn't exist then. Pixel artists were *entirely* cognizant that the target display would show their work distorted, and they simply didn't have time (or inclination, in many cases) to care.Sigismond0 wrote: ↑Tue Jun 23, 2020 5:40 pmNow you're trying to have it both ways. It's disingenuous to argue that "artists worked hard to make their art in a way that it would display properly in 4:3, so the correct way to view that art is 4:3" and then in the next comment say "artists that made their work with a 1:1 ratio were just lazy and you should still stretch their work". You're trying to both argue for and against an artist's intent in the same breath. If you want to make the technical argument that "4:3 is correct because that's what the final product would be seen on", that's fine. If you want to make an artistic argument that that "viewing the art in an aspect ratio that matches the artistic intent is correct", that's fine, too. But you can't have both, because those two statements are in direct conflict.rhester72 wrote: ↑Tue Jun 23, 2020 4:24 pmOf course I can. The target display of an SNES *does not show square pixels*. This is demonstrably obvious.Sigismond0 wrote: ↑Tue Jun 23, 2020 4:15 pm
Well, sometimes. There are plenty of examples of SNES games where square pixels in the native 8:7 aspect ratio produce true circles, while a 4:3 stretch of that makes ovals. That feature very obviously varies by developer, so you can't just blanket state that one or the other is truly correct.
It's certainly correct that some developers didn't follow Nintendo's style guide and couldn't be arsed to actually scale graphics properly (*particularly* with NTSC->PAL conversions in the vertical dimension), but that doesn't suddenly make televisions have square pixels - it makes lazy developers under impossible time constraints. None of this is news, and it doesn't make square pixels 'correct'...or composite blending wrong.
And just to be clear, many of these examples of designs that clearly used square pixels were done by Nintendo themselves. We're not just talking lazy third party devs here, we're talking massive tentpole first-party releases like Super Metroid, Super Mario World, and more. Nintendo is the one setting the example of making art for square pixels, and not accounting for the final 4:3 output. If you have an actual style guide that Nintendo published for SNES developers, that would be a very interesting read. But just looking at their own biggest titles, it looks like that may not actually exist.
I'm hardly "having it both ways". If the artist drew a perfect 1:1 circle, the TV would show an oval, and everyone was on the same page with that. If they drew two single-pixel vertical lines side by side of complimentary colors side-by-side, they'd get a third apparent color from composite blending that didn't *actually* exist in the GPU. Neither are these are in any sort of conflict.
I'll see what I can find re: a formalized Nintendo style guide. I can quote the relevant text (about the identical problem) for the Amiga if you like.
(And for the record, it's this sort of thing that I was referring to when I referred to 'reinventing technological history'.)