ANIMAL WELL

ANIMAL WELL

View Stats:
What is the pixel resolution of the game? For those of us playing on CRT TVs that need the exact resolution
Glad to see you'll allow scanlines to be turned off. Because I'll be playing on a CRT which already produces scanlines naturally! Would definitely look weird if I had fake scan lines mixed with real scan lines

I need to know the actual 1x scale resolution of the game though, so I create that as a custom resolution on my PC (CRT Emudriver lets you create 240p/224p/etc.)
< >
Showing 1-5 of 5 comments
Billy Basso  [developer] May 6, 2024 @ 6:59am 
That’s awesome! The internal resolution is 320x180. The game will actually automatically disable scanlines if the viewport is below a certain resolution. I wrote a blog post about playing on a CRT years ago that may be of interest https://animalwell.blogspot.com/2020_06_25_archive.html?m=1
Great! I've played a few 320x180 games on my CRT and they worked out well. 1001 Spikes and Celeste off the top of my head

I saw you mentioned input latency. One thing that would be neat to have, if there is enough control at the engine level, and maybe this would be more of a power user setting in an INI file, would something analogous to "frame delay" on modern emulators. Where you can delay the construction of the frame until the last couple milliseconds, shaving the input latency to a fraction of one frame.

Currently Special K has a feature like this called "Latent Sync" with "Delay Bias" to get granular control over how much you can delay the start of the frame. It works great in some games but in others doesn't work so well. But when it works, you can be playing a game at 60hz V-synced but it's snappy like you're playing at 1000fps.
Last edited by Enhanced_Interrogator; May 6, 2024 @ 1:28pm
SloppyCake Aug 13, 2024 @ 4:45pm 
Originally posted by Enhanced_Interrogator:
Great! I've played a few 320x180 games on my CRT and they worked out well. 1001 Spikes and Celeste off the top of my head

I saw you mentioned input latency. One thing that would be neat to have, if there is enough control at the engine level, and maybe this would be more of a power user setting in an INI file, would something analogous to "frame delay" on modern emulators. Where you can delay the construction of the frame until the last couple milliseconds, shaving the input latency to a fraction of one frame.

Currently Special K has a feature like this called "Latent Sync" with "Delay Bias" to get granular control over how much you can delay the start of the frame. It works great in some games but in others doesn't work so well. But when it works, you can be playing a game at 60hz V-synced but it's snappy like you're playing at 1000fps.


Google: CRT Emudriver - Non emulated compatible games
Lot's of games there.
Join in and contribute :)

Edit: 320x180@60hz won't work on a regular 15Khz Consumer CRT.
But 320x200 will.

Then Integer Scale down to 320x180
I used GameScope in Linux but should work just the same using IntegerScaler from tanalin dot com (freeware)
Last edited by SloppyCake; Aug 13, 2024 @ 4:47pm
Originally posted by SloppyCake:
Google: CRT Emudriver - Non emulated compatible games
Lot's of games there.
Join in and contribute :)

A lot of listed resolutions in there are plain wrong, you always want to verify the resolution yourself.

Best way to do this: on a LCD monitor, run the game in Windows mode x1. Inject Special K. It will show the resolution of that window. Then make that resolution as a custom resoultion on your Emudriver PC

Originally posted by SloppyCake:
Edit: 320x180@60hz won't work on a regular 15Khz Consumer CRT.
But 320x200 will.

Then Integer Scale down to 320x180

I wouldn't call letterboxing "scaling"

Just use 320x240. That's a typical resolution for CRT TV's. It will show the correct 320x180 image.

Well, for most games anyway. Last time I loaded up Animal Well, it was doing some weird scaling with blur for some reason. But if I launched it with Special K injected, it correctly output 320x180 1:1 inside 320x240
SloppyCake Aug 19, 2024 @ 3:12am 
Originally posted by Enhanced_Interrogator:
A lot of listed resolutions in there are plain wrong, you always want to verify the resolution yourself.

That's because some of them have been modified to fill the full screen in a 4:3 aspect ratio on a regular consumer CRT. Without pixel shimmering.

Originally posted by Enhanced_Interrogator:
Best way to do this: on a LCD monitor, run the game in Windows mode x1. Inject Special K. It will show the resolution of that window. Then make that resolution as a custom resoultion on your Emudriver PC

Yes I know about Special K and how to use it the get the actual resolution of a game in 1x window resolution. But beyond that I don't use it when I downscale games.


Originally posted by Enhanced_Interrogator:
I wouldn't call letterboxing "scaling"

Just use 320x240. That's a typical resolution for CRT TV's. It will show the correct 320x180 image.

It not scaling per say but you do get the best pixel output by doing tricks like that with games some games in a window mode. It will switch to a full-screen bordeless window once you use the app. There is a reason I use 320x200 instead of 320x240. Try it yourself and see.

Originally posted by Enhanced_Interrogator:
Well, for most games anyway. Last time I loaded up Animal Well, it was doing some weird scaling with blur for some reason. But if I launched it with Special K injected, it correctly output 320x180 1:1 inside 320x240

Never had that issue since I use Integer Scaling or GameScope to solve issues like that.

I just call switchres with the desired resolution I want.
Easy and simple.
Last edited by SloppyCake; Aug 19, 2024 @ 3:18am
< >
Showing 1-5 of 5 comments
Per page: 1530 50