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Forums > CSDb Discussions > Are the C64 pixels supposed to be square?
2008-04-24 11:17
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Are the C64 pixels supposed to be square?

So I was trying out a little vector effect, and while it looks normal in emulator, on my C64 with a 1084-monitor I get a distinct impression that it gets a bit stretched vertically.

Is this simply my monitor that is not correctly adjusted, or are C64 pixels non-square?
 
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2008-04-24 11:31
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Are you answerin to the topic line or the last line of my message? Since I made a bit unfortunate wording, they are the exact opposite... :D

Strictly from a PAL point of view they're not square, and no 1084-monitor have the same settings as another so that won't make the square either. Simply don't bother with it. We are more impressed by frame rate and size of your vector than square pixels. ;D
2008-04-24 11:32
chatGPZ

Registered: Dec 2001
Posts: 11360
the pixels are non square :)
2008-04-24 11:35
assiduous
Account closed

Registered: Jun 2007
Posts: 343
ive got a C64 hooked up to a tv card and the output looks slightly narrowed. the pixels are of about the same height as in emus but the width is abit smaller
2008-04-24 11:41
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Quote: Strictly from a PAL point of view they're not square, and no 1084-monitor have the same settings as another so that won't make the square either. Simply don't bother with it. We are more impressed by frame rate and size of your vector than square pixels. ;D

Yeah, ignoring it seems like the easiest way out. However I doubt people will be impressed with either size or speed or my vector, but that's another story! :)
2008-04-24 12:00
saehn
Account closed

Registered: Apr 2006
Posts: 44
I just make sure graphics look good on the original Commodore monitors, can't help that some people will always use emulators. Here's some more interesting info on the subject.

http://noname.c64.org/csdb/forums/index.php?roomid=13&topicid=2..
http://en.wikipedia.org/wiki/Pixel_aspect_ratio
http://lurkertech.com/lg/pixelaspect/
2008-04-24 13:11
Oswald

Registered: Apr 2002
Posts: 5086
generally in multicolor mode ppl handle the pixels being twice as wide as tall. so in a vector routine you'd want to divide x coords by two. in hires nobody cares, and uses it as if it was squares.
2008-04-24 13:40
Sander

Registered: Jan 2002
Posts: 493
Ofcourse it was intended to be square :)
And i could not imagine, besides technical issues, why they'd have shaped it otherwise. I suppose it's really the monitors and tv's stretching things.
2008-04-24 13:43
ptoing

Registered: Sep 2005
Posts: 271
I have the theory that the pixels are not only not square but that because of this the sprites have such an odd size. I mean, what? 24x21 pixels? Why not 24x24? Also it seems that 24x21 is pretty much square on a not totally fudged with c64 monitor if you keep the aspect ratio 4:3. Also measured this on a few TVs where it was. Bigger stuff within this ratio as well.
2008-04-24 13:47
chatGPZ

Registered: Dec 2001
Posts: 11360
its not the reason for sprites beeing 21 pixel high... thats simply because 64/3=21 (+1)
2008-04-24 13:47
WVL

Registered: Mar 2002
Posts: 899
Quote: I have the theory that the pixels are not only not square but that because of this the sprites have such an odd size. I mean, what? 24x21 pixels? Why not 24x24? Also it seems that 24x21 is pretty much square on a not totally fudged with c64 monitor if you keep the aspect ratio 4:3. Also measured this on a few TVs where it was. Bigger stuff within this ratio as well.

24*21 is because of the way the vic works and the maximum # of cycles on each line.. With sprites being 3 bytes wide, the VIC can _just_ manage to read all the data from memory in a badline. That explains the 24 pixels.

The 21 pixels high simply comes because this is closest to 64 bytes (a power of 2), so they can be adressed nicely.
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