Wide-screen and zoom edits of various lowres stages (updated: 2026-10-24)

Started by Kasasagi, March 18, 2023, 02:09:06 PM

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Kasasagi

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.


FAQ
Spoiler (click to show)

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

bckalley by Neo Gouki

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical follow for the CPS/224p variants.
- Tweaked the z-offset.
Spoiler (click to show)




birthday by Neo Gouki

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas/follow for the CPS/224p variants.
- Sprite-separated the stars and the skyline and given them diffrent velocities.
- Sprite-separated the tray table, for a better delta/parallax.
- Fixed/tweaked the delta/parallax of the floor and the deltas of the people/objects standing on the floor.
- Fixed some sub-pixel artifacts.
- Tweaked the z-offset.
- Tweaked the shadows.
Spoiler (click to show)




Gokuentou by Phantom.of.the.Server

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas/follow for the CPS/224p variants.
- Made the main background animation slower and smoother, by applying a blending effect.
- Tweaked the various flickering candles' highlight animations.
- Sprite-separated the right wall statue and tweaked its highligh animation.
- Extended and tweaked the central statue sprites/animation.
- Converted the sunbeams flicker to a smooth highlight animation.
- Tweaked one candle wax dripping animation.
- Tweaked various horizontal deltas.
- Tweaked the floor parallax.
- Tweaked the shadows.
Spoiler (click to show)




034_Sagat by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Sprite-separated the main background and applied separate deltas.
- Sprite-separated the mountains/river background and applied separate deltas.
- Tweaked the backgrounds' positions, deltas and velocities.
- Fixed a graphical artifact in the foreground foliage sprite.
- Tweaked the shadows.
Spoiler (click to show)




003_Sakura by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Tweaked the sky's sprite, delta and position.
- Tweaked the middle backgrounds' deltas and positions.
- Fixed some graphical artifacts in several sprites and animations.
- Fixed/tweaked the plants' positions and deltas.
- Tweaked the TV animation.
- Tweaked the floor parallax.
- Tweaked the shadows.
Spoiler (click to show)




109_Rose by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Fixed the visible clipping of the Galeon.
  * Vertically extended the sprite and tweaked its position.
- Added looping/tiling to the Galeon animation.
- Added separate deltas for the front gondolas.
- Sprite-separated the buildings and the sky.
- Horizontally extended the buildings and the water backgrounds.
- Added a blending effect to smooth-out all water animations.
- Tweaked various backgrounds' positions and deltas.
- Tweaked the floor parallax.
- Tweaked the shadows.
Spoiler (click to show)




010_Maki by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended and tweaked the back buildings sprite.
- Vertically extended and tweaked the floor sprite.
- Restored the mising Cody sprite.
- Tweaked the horizontal deltas.
- Tweaked the floor parallax.
- Tweaked the shadows.
Spoiler (click to show)




004_Jimmy by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the 'wide-cps' stage variants, so that they cover the whole field of view.
- Tweaked/fixed horizontal deltas for various backgrounds.
- Fixed the snake's position and tweaked some other positions.
- Fixed some subpixel artifacts.
- Tweaked the ground's parallax.
Spoiler (click to show)




017_Adon by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Sprite-separated the foreground foliage.
- Added separate horizontal and vertical deltas for the foreground foliage.
- Tweaked/fixed the horizontal delta of the sky/trees background.
- Tweaked the shadows.
Spoiler (click to show)




018_Claw by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Added the grid fall animation.
- Tweaked the moon's color palette.
- Tweaked some background positions and deltas.
- Tweaked the floor's parallax.
- Tweaked the shadows.
Spoiler (click to show)




022_Gen by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Sprite-separated the skyline and the water.
- Tweaked the position and the sprite of the skyline background.
- Majorly revised the water and the boats.
  * Added parallax to the water.
  * Tweaked the positions, deltas, sprites and animations of various boats.
  * Converted the front boat's undulation to a smooth sin.x effect.
- Sprite-separated the pier, its support poles and its shadow.
  * Added separate deltas for these objects.
- Tweaked the plane's animation.
- Tweaked the shadows.
Spoiler (click to show)




023_Guile by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Extended the scaffolding sprite's graphics.
- Fixed the plane's position in relation to its shadow on the floor.
- Fixed the wing's position.
- Tweaked the deltas and positions of the missles and the scaffolding.
- Tweaked/fixed a part of the floor near the hangar's entrance.
- Fixed the floor's parallax.
- Fixed some sub-pixel artifacts.
- Tweaked the shadows.
Spoiler (click to show)




024_Travers by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Sprite-separated the skyline background.
- Tweaked the positions and deltas of various backgrounds.
- Tweaked the sprite of the back buildings.
- Tweaked the shadows.
Spoiler (click to show)




027_Chun-X by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Fixed the ground's parallax.
- Tweaked the shadows.
Spoiler (click to show)




028_Cammy by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Removed the Delta Red members, which are not in the original SFA3 game.
- Tweaked the animations' speed.
- Tweaked the backgrounds' deltas.
- Tweaked the shadows.
Spoiler (click to show)




032_Dhalsim by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Sprite-sparated the Ganesha statue and the wall.
- Tweaked the sun/sea/buildings sprite.
- Tweaked the sun's reflection animation.
- Tweaked the backgrounds' deltas and positions.
- Fixed some sub-pixel artifacts.
- Tweaked the ground's parallax.
- Tweaked the shadows.
Spoiler (click to show)




105_Dan by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Restored the man standing near the right stall.
- Extended the back sky/buildings' sprite and some other sprites.
- Tweaked the back sky/buildings' position and deltas.
- Tweaked the mid backgrounds' deltas.
- Converted the lamps' flickering to a subtle transparent animation.
- Fixed the ground's parallax.
- Tweaked the shadows.
Spoiler (click to show)




037_DJ by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Sprite-separated the house and palm trees background.
- Tweaked the ground's sprite and position.
- Removed the speaker/amplifier from the tower sprite.
- Tweaked the positions and deltas of various backgrounds.
- Tweaked the shadows.
Spoiler (click to show)




119_Sodom by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Added/restored/fixed the ground parallax.
  * Sprite-separated the ground into three strips for a better parallax.
  * Fixed the deltas of all ground-standing objects (car, truck, foliage).
- Sprite separated the tree and the nearby cactus.
  * Tweaked these backgrounds' positions and deltas.
- Sprite separated the foliage (tree, cactus, shrubs) and its shadows.
  * Made these shadows semi-transparent and moved them to layer 0.
- Tweaked some other backgrounds' deltas and positions.
- Added velocity to the clouds.
- Fixed some sub-pixel artifacts.
- Tweaked the characters' shadows.
Spoiler (click to show)




124_Travers by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Sprite-separated the interior/billboard and the front foliage/tire backgrounds.
  * Added separate deltas for these backgrounds and tweaked their positions.
- Restored/fixed the ground parallax.
- Tweaked the shadows.
Spoiler (click to show)




135_Akuma by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Restored normal stage bounds.
- Fixed a one-frame positioning bug in the clouds' animation.
- Tweaked the foreground grass' horizontal delta.
- Slightly sped up the front grass animation.
- Separated the mid and back lightning and tweaked their deltas.
- Tweaked the upper clouds' position.
Spoiler (click to show)




132_Dhalsim by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Sprite-separated the sky and the mountains backgrounds.
- Tweaked the deltas of various backgrounds.
- Tweaked the animations.
- Tweaked the ground parallax.
- Tweaked the shadows.
Spoiler (click to show)




016_Rolento by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Added a 15 seconds delay to the start of the lift.
  * This approximates the first arcade round with a stationary lift.
- Extended the top billboard lift pause time by 4 seconds.
- Optimized the ocean and the chains animations.
- Tweaked the top-back buildings' sprite and position.
- Tweaked the final horizontal beam's position by changing its velocity.
- Tweaked various horizontal deltas.
- Tweaked the backgrounds' order.
- Tweaked the floor-board parallax.
- Tweaked the shadows.
Spoiler (click to show)




205_Thailand by Ehnyd

Wide-screen and CPS aspect-corrected variants (no zoom).

Additional edits:
- Added vertical deltas for the CPS/224p variants.
- Horizontally extended background sprites for the wide stage variants, so that they cover the whole field of view.
- Used CLDZ's conversion of the same stage to replace some sprites.
- Redone/fixed the ground parallax and the ground-stanging objects' deltas.
- Tweaked various backgrounds' positions, deltas and sprites.
- Tweaked the shadows.
Spoiler (click to show)



harry7mason

Fortes Fortuna Juvat

Kasasagi

OK, I will be posting more stage edits in time.

Speaking of which, I have added some MOTW stages by Zain574.


MatreroG

Nice to see the classics bgs being adapted to the most contemporary aspects.
Others stages and news:
>> https://www.youtube.com/c/MatreroG
Any donation will be well received
>> https://www.paypal.me/MatreroG
>> https://www.buymeacoffee.com/matrerog

harry7mason

Whoaaa! This is really awesome! Thanks for all this widescreen convertions bro! ;)
Fortes Fortuna Juvat

Knut

Too many people just don't see your work. Too bad, because you're doing a wonderful job here. As an "old one" of MUGEN I even discovered some stages in your work. You deserve more views, more answers. Good job my friend.


DJMouF

Good deal bro! Like the work you put in for the throwback stages.


Toxic Masculinity

You're amazing, thank you very much for these. Long live this thread.


harry7mason

Fortes Fortuna Juvat


Retro Respecter


Kasasagi

Added a new stage: Shrine of the Vanquissed from Last Blade 2 by RYO 2005, with some major edits (e.g. redumped sprites). See bottom of first post.



cristopeles

thank you very much and especially for rescuing these stages in time.
si te gusta la musica deberias pasar ver mi canal de youtube tengo unas canciones de anime, jrock y de novelas de visuales espectaculares y no te las deberías perder ;3