During the play of SideArms, the botton screen is cut.
You can see of this screenshot "speed" is cut
I used a LCD screen with HDMI.
Is it the correct behaviour ?
Edit :
Overscan is visible
If I set Overscan to hidden, the part with Speed is not shown.
Thanks,
SideArms - Bottom screen cut during the play [Solved]
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Re: SideArms - Bottom screen cut during the play
You'll need to provide more information before this can be confirmed.
Are you playing:
- Japanese HuCard version ?
- American HuCard version ?
- CDROM version ?
If CDROM version, are you playing:
- "Normal" Mode ?
- "Before Christ" Mode ?
Also, is your LCD monitor 720, 1080, or some other vertical resolution ?
...And what filter settings are you using ?
Are you playing:
- Japanese HuCard version ?
- American HuCard version ?
- CDROM version ?
If CDROM version, are you playing:
- "Normal" Mode ?
- "Before Christ" Mode ?
Also, is your LCD monitor 720, 1080, or some other vertical resolution ?
...And what filter settings are you using ?
-
- Core Developer
- Posts: 547
- Joined: Sun May 24, 2020 9:30 pm
- Has thanked: 20 times
- Been thanked: 145 times
Re: SideArms - Bottom screen cut during the play
I don't have that problem on my setup, in either "overscan hidden" or "visible" modes.
Are you using a recent build of the core at all ? (Last release was June 18)
There's no problem in the June 18 release of the core (or any subsequent commits); this would have to be related to something happening to the output after it's generated by the core -> a scaler setting, some intermediary video device, or the TV itself.
This game does exercise the VDC by using and displaying video lines beyond what some other systems of the day did - back then, many people had to adjust their TVs to see the remainder of that line, as it was partially obscured on many sets.
...But the core does a fine job of producing the video output as dictated by the game software in this case.
EDIT:
What I was talking about above is when the user is in a state of pause....
But when the user is NOT in a state of pause, the information displays exactly as you see it, but in the overscan area which would be obscured in all TVs of the era. I don't believe that they had intended for it to remain visible in any way, but yes, it shows exactly as you see it - on original systems as well (if I roll the screen upward with my vertical hold).
This is one of those games where you are better off in "overscan hidden" mode.
Are you using a recent build of the core at all ? (Last release was June 18)
There's no problem in the June 18 release of the core (or any subsequent commits); this would have to be related to something happening to the output after it's generated by the core -> a scaler setting, some intermediary video device, or the TV itself.
This game does exercise the VDC by using and displaying video lines beyond what some other systems of the day did - back then, many people had to adjust their TVs to see the remainder of that line, as it was partially obscured on many sets.
...But the core does a fine job of producing the video output as dictated by the game software in this case.
EDIT:
What I was talking about above is when the user is in a state of pause....
But when the user is NOT in a state of pause, the information displays exactly as you see it, but in the overscan area which would be obscured in all TVs of the era. I don't believe that they had intended for it to remain visible in any way, but yes, it shows exactly as you see it - on original systems as well (if I roll the screen upward with my vertical hold).
This is one of those games where you are better off in "overscan hidden" mode.