Yeah, I dont use sprites that are 228x66. Those don't transpose well while scaling up, and then back down.
just use photoshop and use an emulator + pause button on keyboard...
Most of the Mega Man games for the NES didn't have a pause mode; pressing Start just brought up the sub-weapon menu. The original game would pause when you hit Select, but I don't think it was carried over into the sequels.
Quote from: Moviefan2k4 on June 12, 2017, 05:31:46 PMMost of the Mega Man games for the NES didn't have a pause mode; pressing Start just brought up the sub-weapon menu. The original game would pause when you hit Select, but I don't think it was carried over into the sequels.He means pausing the emulator, not the game itself.
Quote from: ShoothimNow on June 02, 2017, 08:56:13 AMYeah, I dont use sprites that are 228x66. Those don't transpose well while scaling up, and then back down.If you use Photoshop, they will scale perfectly under the "Nearest Neighbor" setting. Just make sure to use even-numbered ratios, since the sprites are made of perfect squares. For example, my recent inlay for the first Super Mario game used sprites multiplied by a factor of ten. They were plenty big enough for my project, and perfectly sharp...so yours would be 2280 x 660.
I love the Japanese art, and I hate how all the US MM games have different logos, so I decided to remedy that.
I've legitimately had them posted here forever, and no one... commented... lol... It's like... no one... reads... what... I... post sometimes... Not a problem man, it was just a quick google search for "temp" covers