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- Dec 27, 2010
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When vertically scaling sprites, you often end up with graphical artifacts. I have been running some experiments to try and figure out when they happen and how to avoid them. It's all captured here
github.com
If anyone has experience here and has input, I'd love to hear it.
I might be wrong, but so far I am feeling like the Sprite Shrinking page at the neogeodev wiki may not be fully accurate.
wiki.neogeodev.org
And so far it seems like the only way to avoid graphical artifacts is to ensure the entire sprite (tiles 0 through 31) is set. For tiles beyond the logical height of the sprite, it seems like you need to explicitly set them to a blank tile.
GitHub - city41/neo-geo-scaling: A sandbox to learn all the quirks about scaling sprites on the Neo Geo
A sandbox to learn all the quirks about scaling sprites on the Neo Geo - GitHub - city41/neo-geo-scaling: A sandbox to learn all the quirks about scaling sprites on the Neo Geo

If anyone has experience here and has input, I'd love to hear it.
I might be wrong, but so far I am feeling like the Sprite Shrinking page at the neogeodev wiki may not be fully accurate.
Sprite shrinking - NeoGeo Development Wiki
And so far it seems like the only way to avoid graphical artifacts is to ensure the entire sprite (tiles 0 through 31) is set. For tiles beyond the logical height of the sprite, it seems like you need to explicitly set them to a blank tile.
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