These are my edits that convert the original stages from the 4:3 aspect ratio, to a 16:9, wide-screen aspect, for full display with wide screen packs and/or wide-screen monitors. Some additional changes and edits might have also been applied to the stage. See the included 'readme.txt' file for more details.
The required Mugen version is strictly Mugen 1.1, because the stage edits use zoom to implement the wide-screen conversion. The required Ikemen Go version is newer than 0.99, e.g. ⬇ Nightly, because Ikemen Go 0.99 and older is highly incompatible with Mugen, when it comes to low and high camera bounds of the stages.
Some (but not all) of these edits are available for Ikemen Go 0.99 and possibly older Ikemen versions, if you really need them: ⬇ Ikemen 0.99 Stages.
There may be several additional stage variants included in each edit:
- a stage with the 'zoom' word in the file name is a variant supporting zoom,
- a stage with the 'cps' word in the file name is a a variant in 224p and aspect-corrected for the CPS arcade pixel size,
- stages may also have separate variants for different engines: Mugen 1.1 and Ikemen Go.
⛰ A preview of all stages.
⛰ A showcase of the CPS aspect-correction.
⬇ Download all of the stage edits here (116 total).
FAQ
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1. What is this about the CPS aspect-corrected variants?Traditional Mugen conversions of classic arcade stages generally use the 320x240 resolution and assume a 4:3 screen aspect, which results in 1:1 square pixels. Then the stage is simply converted from the arcade version in a pixel-for-pixel manner, disregarding any differences in both the pixel shape and the vertical resolution.
The above approach is a trade-off. The main advantage is that it allows for a pixel-perfect display (with no scaling artifacts or blur) in low-to-mid, 4:3 screen resolutions, such as 320x240 or 640x480, which were the PC standard at the time that Mugen was created.
The main disadvantage of this approach is that the actual image of the stage can be severely stretched or squashed, in comparison to the original arcade hardware, which often uses resolutions that are not 4:3, resulting in non-square pixels.
This problem of the lack of aspect-correction and the resulting stretching/squashing of the stage image is especially egregious in the case of the CPS-series arcade hardware (e.g. all of the classic Street Fighter series games, Darkstalkers series etc), as the original arcade screen pixels in this case have a severely non-square aspect of 7:9, i.e. they are tall rectangles.
If the release archive contains the 'cps' variant, then this variant is meant to solve the above problem.
You can see several examples of the aspect-correction in action
in this image.
2. Do non-CPS arcade conversions need aspect-correction too?It depends on the specific hardware.
At least in the case of the Neo Geo arcades (e.g. game series such as Fatal Fury, King of Fighters, The Last Blade, Samurai Showdown etc), the need for aspect-correction is much less pressing, as the pixels of these machines are almost square (off by 5%). However, it would still make sense to convert these stages to the original 224p vertical resolution, if it makes the difference between a working vertical scrolling/deltas and a total lack thereof.
3. What is the disadvantage of aspect-correction?The problem with aspect-correction is that displaying non-square pixels on a low-to-mid resolution PC screen (which has square pixels), will introduce either scaling artifacts, scaling blur or both, depending on the applied scaling method. In other words, the image displayed on the screen will not be pixel-perfect.
This problem is actually not even limited only to aspect-correction, as just using a modern 16:9 wide-screen resolution, already results in non-integer scaling of the old 4:3 PC resolutions (at least in the vertical dimension) so some scaling artifacts will already have been introduced in this case.
Moreover, Mugen 1.1 allows for sub-pixel positioning of sprites and this will also introduce drawing artifacts all by itself.
The above mentioned problems can be mitigated in several ways.
Arcade emulators for example usually have a variety of options that allow to fine-tune the scaling method and the resulting image quality, using different filters and shaders. They usually even allow to apply strict integer scaling, at the cost of displaying a smaller image at the center of the screen. Such options can be used to find a sweet-spot between blurriness and drawing/scaling artifacts. Mugen and Ikemen however currently lack such sophisticated scaling solutions.
Nevertheless, there is also a brute-force approach to reduce scaling artifacts, and it is to go as high as possible with the screen resolution, preferably up to 4K for example.
Individual previews of some of the latest stages:
001_Ryu by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Horizontally extended background sprites for the 'wide-cps' stage variants, so that they cover the whole field of view.
- Tweaked the parallax.
- Tweaked some sprites positions.
- Added vertical deltas.
Spoiler, click to toggle visibilty
101_Ryu by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Horizontally extended background sprites for the 'wide-cps' stage variants, so that they cover the whole field of view.
- Converted the flickering clouds to a transparency effect.
- Added vertical deltas.
Spoiler, click to toggle visibilty
103_Sakura by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Tweaked some background sprites.
- Tweaked the parallax.
- Added vertical deltas.
Spoiler, click to toggle visibilty
006_Karin by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Converted the boat undulation effect from 'PosAdd' to 'sin.y' for a smoother movement.
- Tweaked the distant boat sprite.
- Added vertical deltas.
Spoiler, click to toggle visibilty
008_RMika by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Horizontally extended the sky background sprites, so that they cover the whole field of view in the wide stage variants.
- Tweaked/extended some other sprites.
- Tweaked the parallax.
- Added vertical deltas.
Spoiler, click to toggle visibilty
sea_castle_night by Roque
Wide-screen variant only (no zoom).
Additional edits:
- Moderately extended the stage height.
- Relaced the low-quality sky/stars sprite with another image.
Spoiler, click to toggle visibilty
guilestageDG by DG
Both wide-screen and zoom variants available.
Additional edits:
- Moved most of the foreground sprites down, which is closer to the stage layout of the original arcade game.
- Made several sprite-separations, to improve the floor parallax: separated the cans, the boombox and the ramp.
- Added dithering patterns to the runway sprite, to make it more pixel-arty.
- Tweaked the floor sprites' graphics.
- Tweaked the sky/clouds sprite's graphics and separated it into several layers with different velocities.
- Tweaked the F16 sprite's color palette - made it a little brighter, which is closer to the original arcade game.
- Tweaked the shadows' color for all sprites.
- Extended some background sprites' graphics to cover a wider field of view, for the zoom variant of the stage.
- Moved the helicopter behing the F16 and tweaked the F16's position.
- Also applied all of the above edits to the 4:3 variant.
Spoiler, click to toggle visibilty
009_Rose by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Horizontally extended background sprites for the 'wide-cps' stage variants, so that they cover the whole field of view.
- Tweaked the parallax.
Spoiler, click to toggle visibilty
002_Ken by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Tweaked the parallax.
- Tweaked one horizontal delta.
- Converted a weird hack to an animation.
- Converted the water flicker to a transparency effect.
Spoiler, click to toggle visibilty
011_K-Bee by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Horizontally extended background sprites for the 'wide-cps' stage variants, so that they cover the whole field of view.
- Added transparency to the lense flare effect.
Spoiler, click to toggle visibilty
012_Charlie by Ehnyd
Wide-screen and CPS aspect-corrected variants (no zoom).
Additional edits:
- Added transparency effects to the smoke.
- Converted the flickering floor lights to a transparency blend effect.
- Vertically extended some background sprites.
- Made some sprite separations.
- Added horizontal deltas for the plane, hangar, debris and more.
- Tweaked some sprites positions.
Spoiler, click to toggle visibilty
LB-LeeStage by RYO2005
Both wide-screen and zoom variants available.
Additional edits:
- Restored the clipped/missing parts of sprites and backgrounds with sprites redumped directly from the original game.
- Added vertical follow and vertical deltas.
- Extended the vertical bounds, for higher jumps.
- Slightly extended the horizontal bounds.
- Fixed some sprite positions.
- Tweaked the shadows.
Spoiler, click to toggle visibilty
Sengoku2_Stage by Dorgol
Both wide-screen and zoom variants available.
Additional edits:
- Added vertical and horizontal deltas.
- Moderately extended the stage's height for higher jumps.
- Fixed a gap in the sky background.
- Fixed several tiling/alignment artifacts in the sprites' graphics.
- Changed the color palette of the clouds to be more like in the original arcade game.
- Separated the clouds sprite into several layers with different velocities and added an additional top layer.
- Tweaked for the planes' position/animations.
- Vertically extended the bomber sprite (redrawn missing parts).
Spoiler, click to toggle visibilty
RBS-SokakuStage by RYO2005
Wide-screen variant only (no zoom).
Additional edits:
- Fixed/extended horizontal bounds.
- Added vertical follow and deltas.
Spoiler, click to toggle visibilty
catedral by MugeNarok
Wide-screen variant only (no zoom).
Additional edits:
- Sprites redumped directly from the original game, mainly to fix the broken color palette.
- Added different vertical deltas.
- Added a highlight transparencty effect/animation, in place of the light flicker present in the original game.
- Slightly extended the horizontal bounds and tweaked the vertical bounds.
- Tweaked the shadows.
Spoiler, click to toggle visibilty
MOTW-KainStage by RYO2005
Both wide-screen and zoom variants available.
Additional edits:
- Redumped the sprites and animations directly from the original game:
* restored the clipped/missing parts of backgrounds,
* restored missing animations of the back buildings,
* restored the missing parts of the ground fog animation,
* added missing leaves animations.
- Converted the lights flicker to a transparency effect.
- Extended the main and the sky backgrounds vertically (redrawn upper parts).
- Added vertical follow and proper/fixed vertical deltas.
- Tweaked the horizontal deltas.
- Tweaked various sprites' and animations' positions.
- Extended the horizontal and vertical bounds.
Spoiler, click to toggle visibilty
RB2-TerryStage by RYO2005
Wide-screen variant only (no zoom).
Additional edits:
- Fixed vertical deltas and added vertical follow.
- Extended the stage height a little.
- Tweaked the shadows.
- Tweaked the sky/mountains background.
Spoiler, click to toggle visibilty
NewDiningRoom by SeanAltly
Both wide-screen and zoom variants available.
Additional edits:
- Added varying vertical deltas.
- Removed the floor reflections of non-existent furniture.
- Tweaked the sky graphics and added an animated shine effect.
- Made some other minor sprite tweaks.
Spoiler, click to toggle visibilty
NewDiningRoomN by SeanAltly
Both wide-screen and zoom variants available.
Additional edits:
- Added varying vertical deltas.
- Removed the floor reflections of non-existent furniture.
- Tweaked the blackout animation.
- Made some other minor sprite tweaks.
Spoiler, click to toggle visibilty
NewFerry by SeanAltly
Both wide-screen and zoom variants available.
Additional edits:
- Generally, a major re-done of the stage have been applied.
- Exchanged the background of the very well known sunset from Terry's MotW stage to a pixel art of the New York skyline. This skyline is a popular wallpaper graphic, however determining the original source/author proved too difficult.
- Exchanged the statue of liberty sprite with other pixel art graphics originating from stock image sites.
- Recolored and/or edited all of the above graphics.
- Recolored, rescaled and tweaked the main ferry cabin sprite, the seats sprite and the railing sprite.
- Extended and tweaked the floor sprite.
- Extended the stage's height and width.
- Added varying 'sin.y' amplitudes for a slanting effect.
- Added varying vertical deltas.
- Tweaked the horizontal deltas.
- Tweaked the floor parallax.
Spoiler, click to toggle visibilty
NewOffice by SeanAltly
Both wide-screen and zoom variants available.
Additional edits:
- Generally, a major re-done of the stage have been applied.
- Extended the stage's height and width.
- Tweaked the horizontal and vertical deltas.
- Extended various backgrounds horizontally and veritcally.
- Sprite-separated the floor, desk and windows.
- Rescaled the clouds and sun sprites for proper proportions.
- Rescaled the desk sprite to a proper size with regards to the average size of Mugen characters.
- Graphically tweaked other sprites: the Maddicorp logo, the skyline, the floor and the windows.
- Added the floor parallax/perspective, horizontally for all stage variants and vertically for all variants except for the 'zoom-ikemen' one, due to an Ikemen bug.
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