Quote from: Crimson Wizard on Thu 16/05/2024 00:16:33I think if we take this quote from your original post:You're correct. I've just finished examining one of Sierra's AGI games and found that when I set a character to walk to around pixel 140 on the X axis, it almost reached the end of the screen to the right. So the AGI interpreter considers the game in 160x200 resolution and projects it to be displayed in 320x200. So yeah, the logic resolution must be 160x200, which can be set in a custom resolution. Only need to have the Editor to be able to show all of the resources in aspect ratio of 2:1 and the Engine too during runtime. Or else everything would look half as wide.QuoteResampling the sprites and backgrounds may statically look good, but the overall gameplay experience would still behave in a 1:1 manner, meaning that when the character moves it would move 1 pixel instead of 2 when walking to the sides, breaking the feel of an AGI style game.
If you want characters and other objects to stick strictly to 2:1 pixels, that means that you must have a logical resolution of 160x200. That's like a physical world is 160x200, but visually stretched to 320x200.
If so, then all rooms, masks, and all script commands must natively be in 160x200.