Mega Man Legacy Collection 2

Mega Man Legacy Collection 2

View Stats:
Crashed Aug 8, 2017 @ 11:44pm
Feedback regarding aspect ratio
The "Full" mode on Legacy Collection 2 is for some reason running in 8:7 aspect ratio for Megaman 7, 9, and 10, instead of the 4:3 aspect that Legacy Collection 1 runs the NES games at.
Could you consider adding the option to run "Full" mode at 4:3 aspect on those 3 games?
< >
Showing 1-15 of 24 comments
darktek Aug 9, 2017 @ 4:41am 
I would really like that option too, 4:3 aspect was the original ratio for those games after all

I would also like an option too enable a simple Bilinear Filtering to get rid of those uneven pixels caused by scaling the game to a resolution which is not a multiple of the original games resolution (only 7 and 8 looks somewhat ok when set to "Original" mode, but then the screen is much smaller sadly), and the "Filter" option don't even fix the uneven pixels either.

btw, my desktop is set to 1920x1080 res, which I'm pretty sure the game is intended to run at
Last edited by darktek; Aug 9, 2017 @ 4:45am
Truth Unknown Aug 15, 2017 @ 7:52pm 
Yeah the "Full" mode doesn't really fit the old "fullscreen" ratio (4:3) back then. It's really noticable on the larger round objects like the steam roller on the mini-boss in the first stage in MM7. The uneven pixels are annoying too since the pixels don't scale perfectly and really need a filtered pass after it's scaled up.
bobrocks95 Aug 20, 2017 @ 7:58pm 
Wait, do they seriously do no filtering at all for scaled resolutions (Full/Stretched)? So there's a bunch of uneven pixels everywhere?
Ness Aug 21, 2017 @ 1:21am 
Haven't checked MM8, but MM9 and 10 are definitely not intended for 4:3. All the rounds objects are round when using square pixels for instance, just like the original NES games.

I've bought MMLC1 but I never play it because of the forced 4:3 aspect ratio. I'm glad they didn't do the same mistake with 2.

I agree though about the uneven pixels. Some pixels being wider is annoying, especially in 10.
Last edited by Ness; Aug 21, 2017 @ 1:22am
bobrocks95 Aug 21, 2017 @ 11:40am 
Originally posted by Ness:
Haven't checked MM8, but MM9 and 10 are definitely not intended for 4:3. All the rounds objects are round when using square pixels for instance, just like the original NES games.

I've bought MMLC1 but I never play it because of the forced 4:3 aspect ratio. I'm glad they didn't do the same mistake with 2.

I agree though about the uneven pixels. Some pixels being wider is annoying, especially in 10.

4:3 is the original aspect ratio for all NES and SNES games. Including an 8:7 option is a good compromise, but 4:3 is inarguably the way they were intended to be played. MMLC 1 handled things correctly.

If there are uneven pixels then 9 and 10 aren't being shown in the correct aspect ratio either. They're probably also meant to be 4:3.
Ness Aug 21, 2017 @ 12:12pm 
Originally posted by bobrocks95:
4:3 is the original aspect ratio for all NES and SNES games. Including an 8:7 option is a good compromise, but 4:3 is inarguably the way they were intended to be played. MMLC 1 handled things correctly.

If there are uneven pixels then 9 and 10 aren't being shown in the correct aspect ratio either. They're probably also meant to be 4:3.

Most TVs would stretch to 4:3, yes, but that doesn't mean the devs took that into account when making the games. Some did, some didn't, and for all we know the devs could have made the art using computer screens with 1:1 pixels and base it on that.

It's a case by case basis. A good example is the PS1 port of Duke Nukem 3D: Total Metldown, which altered the arts so it looks correct with 4:3 stretching.

Here are a bunch of screenshots of MM5 in native res with 1:1 pixels. Notice how ALL the circles are round that way, which they wouldn't be anymore with 4:3 streching. All the others NES MM games follow the same logic and so did 9 and 10.

http://i.imgur.com/nmqYmkt.png

Look, I don't care how people make their games look when they play it, but there is a difference when they start to claim their taste is the "intended way". You can look up the FAQ section of MMLC2 and they explain why "there is black bars" in MM9, in other words, why they didn't stretch to 4:3: because the game was made that way.
Last edited by Ness; Aug 21, 2017 @ 12:12pm
bobrocks95 Aug 21, 2017 @ 12:19pm 
Originally posted by Ness:
Most TVs would stretch to 4:3, yes

Every TV at the time

but that doesn't mean the devs took that into account when making the games. Some did, some didn't, and for all we know the devs could have made the art using computer screens with 1:1 pixels and base it on that.

lol show me some monitors used in the 80's and 90's that weren't 4:3 CRTs.
Crashed Aug 21, 2017 @ 3:24pm 
Originally posted by bobrocks95:
Originally posted by Ness:
Most TVs would stretch to 4:3, yes

Every TV at the time

but that doesn't mean the devs took that into account when making the games. Some did, some didn't, and for all we know the devs could have made the art using computer screens with 1:1 pixels and base it on that.

lol show me some monitors used in the 80's and 90's that weren't 4:3 CRTs.
Not so much stretching but the NES simply has 256 pixels per scanline due to its PPU clock.
MATT DILLAMONKEY Nov 12, 2017 @ 2:10am 
Literally all NES, GB, SNES, and GBC games are rendered at mathematically 8:7 resolutions; 8:7 is the true aspect ratio of literally every single one of those games. For that reason, the GB & GBC have physically 8:7 built-in screens (being handhelds & all), whereas the 8:7 image the NES & SNES home consoles render is output incorrectly as 4:3 on CRT TVs of the day after automated analogue filling/stretching performed by the CRT. This naturally means all pixels become rectangles, which means all in-game tiles (which are also square) become rectangles.

Insofar as I can tell, for some unkown reason no developer (including Capcom) accounted for that stretching, as you can clearly tell from all otherwise perfectly square objects in the games becoming rectangles & all otherwise perfectly circular objects becoming ovals. 'God forbid' these games be depicted property & not the way you remember them as a kid, though
bobrocks95 Nov 12, 2017 @ 12:17pm 
Originally posted by RGB:
Literally all NES, GB, SNES, and GBC games are rendered at mathematically 8:7 resolutions; 8:7 is the true aspect ratio of literally every single one of those games. For that reason, the GB & GBC have physically 8:7 built-in screens (being handhelds & all), whereas the 8:7 image the NES & SNES home consoles render is output incorrectly as 4:3 on CRT TVs of the day after automated analogue filling/stretching performed by the CRT. This naturally means all pixels become rectangles, which means all in-game tiles (which are also square) become rectangles.

Insofar as I can tell, for some unkown reason no developer (including Capcom) accounted for that stretching, as you can clearly tell from all otherwise perfectly square objects in the games becoming rectangles & all otherwise perfectly circular objects becoming ovals. 'God forbid' these games be depicted property & not the way you remember them as a kid, though

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?
Crashed Nov 12, 2017 @ 12:31pm 
Originally posted by bobrocks95:
Originally posted by RGB:
Literally all NES, GB, SNES, and GBC games are rendered at mathematically 8:7 resolutions; 8:7 is the true aspect ratio of literally every single one of those games. For that reason, the GB & GBC have physically 8:7 built-in screens (being handhelds & all), whereas the 8:7 image the NES & SNES home consoles render is output incorrectly as 4:3 on CRT TVs of the day after automated analogue filling/stretching performed by the CRT. This naturally means all pixels become rectangles, which means all in-game tiles (which are also square) become rectangles.

Insofar as I can tell, for some unkown reason no developer (including Capcom) accounted for that stretching, as you can clearly tell from all otherwise perfectly square objects in the games becoming rectangles & all otherwise perfectly circular objects becoming ovals. 'God forbid' these games be depicted property & not the way you remember them as a kid, though

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?
Especially considering the software developers probably had a testing NES on their desk with a little 13 inch TV, which was obviously 4:3 aspect, and if you still think 8:7 is correct, the moderator of the other MMLC forum doesn't tolerate the likely source of such an impression: https://steamcommunity.com/app/363440/discussions/0/520518053437054201/
Last edited by Crashed; Nov 12, 2017 @ 12:33pm
MATT DILLAMONKEY Nov 13, 2017 @ 2:22am 
Originally posted by bobrocks95:
Originally posted by RGB:
Literally all NES, GB, SNES, and GBC games are rendered at mathematically 8:7 resolutions; 8:7 is the true aspect ratio of literally every single one of those games. For that reason, the GB & GBC have physically 8:7 built-in screens (being handhelds & all), whereas the 8:7 image the NES & SNES home consoles render is output incorrectly as 4:3 on CRT TVs of the day after automated analogue filling/stretching performed by the CRT. This naturally means all pixels become rectangles, which means all in-game tiles (which are also square) become rectangles.

Insofar as I can tell, for some unkown reason no developer (including Capcom) accounted for that stretching, as you can clearly tell from all otherwise perfectly square objects in the games becoming rectangles & all otherwise perfectly circular objects becoming ovals. 'God forbid' these games be depicted property & not the way you remember them as a kid, though

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?

That doesn't negate my point about NES & SNES games, which are definitely all 8:7.
bobrocks95 Nov 13, 2017 @ 2:32pm 
Originally posted by RGB:
Originally posted by bobrocks95:

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?

That doesn't negate my point about NES & SNES games, which are definitely all 8:7.

Refute my second point.
Goonward Dec 2, 2017 @ 11:39pm 
Originally posted by RGB:
Originally posted by bobrocks95:

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?

That doesn't negate my point about NES & SNES games, which are definitely all 8:7.

You are so wrong and it's pathetic that you can't admit it. You are imagining these screens that existed in everyone's home in a time you didn't even exist. That is the fullest version, stop complaining
MATT DILLAMONKEY Dec 27, 2017 @ 8:39am 
Originally posted by __:
Originally posted by bobrocks95:

Nice try, but the Gameboy and Gameboy Color have a 10:9 aspect ratio.

So the rest of your argument is that not a single artist ever noticed that every single display they were using the console on was stretching the image?
Especially considering the software developers probably had a testing NES on their desk with a little 13 inch TV, which was obviously 4:3 aspect, and if you still think 8:7 is correct, the moderator of the other MMLC forum doesn't tolerate the likely source of such an impression: https://steamcommunity.com/app/363440/discussions/0/520518053437054201/

Just realised this was a reply. Hey, look, a list of things I didn't mention. Vague threats because you're flustered at the fact you're simply wrong, neat.
Last edited by MATT DILLAMONKEY; Dec 27, 2017 @ 9:36am
< >
Showing 1-15 of 24 comments
Per page: 1530 50