Let's just assume that I want to replace what is already present, rather than create new bases. The Wiki entry on HUDs and '.spr' files states the following:
Code: Select all
imagename alphaname
scaleX scaleY
positionX positionY
In my previous example, alphaname=0, scaleX=3.104, scaleY=2.4832, and positionX=positionY=0. This means that the image is being scaled on the X-axis more than 'doublesize' (2=doublesize) and Y-axis is a hair more than 'doublesize'. With both positionX and positionY being 0, the image is drawn beginning from the center of the screen. Looking at the old 512x256 file, the image is not centered. The image itself is only 320x200 from the upper left corner, with the extra space being transparent.
So, let's assume that all base backgrounds in the future will be 1024x1024 or some constrained multiple thereof (2048x2048, etc) and that such images will be full (containing no blank area). If we can determine the numbers now, all future backgrounds can follow the same formula and avoid the dilemma I'm currently facing.
[edit] After playing with some numbers, I've almost gotten it to take up the whole screen. But it looks absolutely horrid - like the engine is downsampling the resolution to 320x200 anyways. Am I missing some crucial step, or is this a genuine impediment to having gorgeous high-resolution backgrounds?