the OAR (original aspect ratio) is 4:3 and nothing else. Otherwise everything will be slightly fatter than it looked at the arcade which is what the artwork was designed for.
![everything vs everything mugen widescreen fix everything vs everything mugen widescreen fix](https://i.ibb.co/fQWwC0Y/mugen000.png)
If one doesn't pre-compensate for it and does it to the raw image then in order for it to look correct they will have to program the engine to do it at runtime. and yes the sprites where slightly wider than they should be to compensate for the squashing the RGB monitors did. You are simply not understanding this issue and are conflating the way the images come out raw with how they are supposed to look when displayed on the screen. the genesis dialed back the graphics but had other issues going on there due to it but none of it was due to them doing what I'm suggesting. In MK1 for the SNES they attempted to make it look the same as the arcade and the frame rate suffered because of it. They probably didn't even use the same engine. They also had to use less frames of animation as well to fit within the confines of the 16-bit consoles. The reason was because of hardware limitations and they physically made the sprites smaller because of limitations. That's not why they didn't play the same as the arcade. how can one dispute this? Only if you are used to seeing it uncorrected. the image taken directly off of an arcade cabinet. I mean look again at this GIF of my corrected to 4:3 scorpion vs. What does that all add up to? Not to the sprites being correct just raw out of the ROM without any correction. My corrected pictures are from MAME with the aspect ratio for the game set to 4:3 so it treats the game much like the original monitors did.
![everything vs everything mugen widescreen fix everything vs everything mugen widescreen fix](http://3.bp.blogspot.com/_wChVcv-mOn8/S0lTXYJ-GNI/AAAAAAAAC4w/BouikKs5LzI/s320/Select.png)
Thinking about it the example X/Y images I showed aren't really wrong they just show what happens with the raw sprites when corrected (above) or non corrected (the one with the wide pixels). So when displayed on a modern screen with square pixels the screen uses at least double the amount of pixels on the width causing the image to be naturally stretched.ġ) When calculated the aspect ratio of the screen with the raw artwork straight out of the ROM from MK is around 16:10.Ģ) The original arcade monitors where 4:3.ģ) They didn't letterbox it or crop out the sides.Ĥ) the shape of the pixels on the screen where non-squareĥ) The game resolution was 399x253 yet it's on a 4:3 screen and thusly squashed to fit.Īs far as I know the screens at the arcade tended to be 512x384 which again is 4:3. Just like the doom example which displays the same kind of fatness when displayed on screens with square pixels. Actually to be technical the pixels where probably taller than they are wider on the actual screen itself so they had to do wider pixels in order for it to look correct on there.