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Rising Up on my CRT arcade cabinet.

A topic by pubjoe created Dec 05, 2023 Views: 1,223 Replies: 21
Viewing posts 1 to 12
(1 edit) (+6)

Brilliant game.  As soon as I saw it and checked the pixel count (320x224), that was it.  My project for the day was to get it running in 15khz cathode ray goodness.


And it looks superb.  This game is an art piece.

Developer (1 edit) (+4)

Amazing! 

For the launch party we had it running on CRT TVs with SNES controllers. This takes the cake though!!!

Love to see the game in the settings of its original forefathers!

Thanks so much for sharing this!

(+4)

CRTs with snes controllers sounds fantastic.

I did have trouble centering the image on screen due to the frame being wide with borders.  First I set my desktop resolution to 320x224 but when I went full screen this produced:



Lovely to see it was pixel perfect but I lost a third of the screen to the border.  I saw in the page source that the embedded app has dimensions of 796x448 (398x224 x2) so I added a modeline in CRTEmudriver and set my resolution to 400x224 (it rejected 398 for some reason).  This gave me a full screen squished to the right side.  I couldn't adjust the monitor above anywhere near centre, so I moved to a different cab and got it close-ish by tweaking the horizontal pots as much as I could.



I don't suppose the game area could be changed to a 4:3 resolution?  Or maybe a downloadable version would make life easier?

Developer(+2)

Wow seeing this blows my mind! If you are able to do a video of the game playing on your beautiful machine, I'd really love to see it

(+2)

Thanks, you and Laurent have made my day!  I definitely can.  Probably on the weekend.

Is it possible for me to run a true 4:3 version without the side borders?  I'm using a workaround of a weird screen mode but I can't fill the monitor this way.

I also tried editing the embed page..

 <div data-height="448" class="game_frame game_loaded" style="width: 796px; height: 448px" data-width="796">
    <button title="Enter fullscreen" class="fullscreen_btn">

..to a width of 640 (and also tried 320x224) but it didn't make a difference.

Oddly if I run it at a screen resolution of 640x480i then correct centering kicks in, but then I have interlacing and soft scaling.  It doesn't look anywhere near as nice as it does in 224p.

I don't know if I'm doing a very good job of explaining this. 🤔

Developer(+1)

Hey again!

We're planning on getting a downloadable version out soon! Not exactly sure what Erik's got planned - but we'll give a shout when it's out!  

The borders are included in the current online version to better fit the controls for mobile play.

Photos look amazing!

Definitely contributed to our days yourself!

(1 edit) (+3)

I doodled a better explanation...

Rising Up uses 4:3 video, like this:


But currently, it's set to play in bordered widescreen, like this:


I want to play on a 4:3 CRT so I change my screen resolution output to 320x224:


and when I launch the game in full screen, this happens:


So, instead I change my resolution to 400x224:


and now I can launch the game like this:


Using the monitor's geometry controls I can now adjust the h.amp and h.phase to attempt to fill the screen.  However CRTs don't really like being adjusted to such an extreme so the resulting image goes a bit:

So my question:  Is it possible for me to launch a 4:3 version of the game without borders?  Like this:

edit: Thanks Laurent!  I spent so long on my pictures I missed your reply.  🤦‍♂️

Developer(+1)

Beautiful illustrations 😂

But yes, the Standalone version will support other resolutions (planned) 

Question: what hardware are you running the game on? Is that a Linux machine or a tiny windows or some kind of streaming thing?

(1 edit) (+1)

Hi Erik, thank you for replying.  That will be amazing!

I used Windows 7 with Calamity's CRT Emudriver installed, which is a hack of ATI/AMD drivers allowing 15khz support.  His accompanying tool, VMMaker makes it easy to add custom resolutions.

With the desktop resolution set to 224p Rising Up in full screen is pixel perfect, which was great to see as sometimes auto-scaling ruins modern pixel art games.  It's a bit cramped navigating Windows at such low screen resolution but it's just about possible.

Developer(+2)

Hey pubjoe, we've just published a standalone version of the build.

Please tell us if it works for you 🙂

(+1)

Well, I'm not him, but I want to thank you for the official downloadable version. I've downloaded the HTTP version first, learned how to launch my own https server, generate key with SSL and all the jazz, but it is much easier to simply have it in the rar and ready to play.

Are you planning any further updates, should I monitor it? Or is the game pretty much done at this point?

Developer(+1)

We don't plan on updating it, it's pretty much done.

We could do Mac and Linux builds too if there is an interest.

Otherwise, stay tuned for whatever the team comes up with next 😎

I will, thanks!

(+2)

That's awesome.  I did see this message in an email notification and intended to reply with a video, but... Christmas and all that, and my cabs are kind of buried right now following a move.  I'll check it out asap.

(+2)

Awesome game, love it!

I also want to run this on my arcade cabinet, looks great:

T

There are a couple of issues that prevent it looking its best in this setting:

- Controls can't be remapped (many PC cabinets use Ctrl/Alt/Space as the Player 1 button mappings)
- Vsync isn't enabled, resulting in tearing - is there a way to force this from a config file or the command line?
- Starting the game in fullscreen mode gives a 'window in a window' (pic below) which goes away when changing to windowed and back to fullscreen from the pause menu
- Had a few joystick drift issues, maybe the deadzone needs to be increased slightly?

I think it might be possible to get around these with external tools, but would be great to have them fixed in game, especially the Vsync issue. Love the office rage in this game!

(window in window issue below)


OK, managed to sort the control and window issues with some AutoHotKey scripting, that leaves two remaining issues with the standalone version of this awesome game:

- VSync isn't enabled (is there a way to force VSync on for Unity games?)
- Joystick drift (is there away to disable joystick input for Unity games?)

Developer(+1)

Alright, maybe I'll make another build, but it will be a while. 

Im not sure if there is a way to do these things without a build. Maybe you can configure the sync in the os or graphics card settings. 

The dead zones, we are using unity's new input system, which settings should be stored in json format. Though I'm not sure if it is stored within the binary. 

I'll notify this thread if I make another build 😉

Thanks, that would be awesome! I think command-line (or configuration file) options to enable VSync and disable joystick input would resolve these issues in my case.

Developer

Hey 👋 I just updated the game, so now things are configureable (and I solved a few bugs while I was there)

https://twitwi.itch.io/risingup/devlog/676805/rising-up-v12


Regarding VSync; I've exposed the setting, but it seems like vsync is off already?
We do funky things with framerate (by design) so that might interfere with the setup, and there isn't much we can do about that. But you can try and apply the vsync setting.

I tried enabling VSync using the new version's configuration file, but am still seeing tearing unfortunately.

(+3)

I played this with a SNES controller too! 

(+1)

I just love everything about this