Problem isn't the format. It's the way most emulators generate it. Most of them will simply take current content of screen memory area, thus including changes in-between frames that shouldn't be visible. It would be more accurate to save instead the screen memory area content from the time currently visible screen was generated.Ast A. Moore wrote: ↑Fri Mar 23, 2018 3:15 pmKweepa’s right, saving a frame from Yankee in an emulator into a SCR will leave some sprites unrendered. I think that would look “authentic.” Don’t get me wrong, I understand your policy, but I think you need to be a little more flexible. It’s one thing to slap screenshots from a C64 version of a game on the back of a Spectrum tape; it’s a different matter when the format that you've chosen for the screenshots is simply not suitable for capturing some in-game action.Einar Saukas wrote: ↑Fri Mar 23, 2018 2:23 pm Sorry but it's against ZXDB policy to store hacked, edited or converted screenshots. Only fully authentic screens are accepted. However we will gladly store multiple screens of your game. If you cannot show all sprites in a single screen, this is not a problem, just give us different screens, like this!
If you use Fuse 1.4.0 or later, and save your screenshots directly as MLT instead of SCR, then I believe you will get a perfectly accurate screenshot. Then you can use ZX-Paintbrush to load screens in MLT format and export then as a perfectly identical SCR, without any loss.
I'm sorry to disagree, but composing an image using a graphics editor isn't authentic. It's like editing a photograph in Photoshop. The result will probably have much better artistic value, but it would be wrong to claim it's an authentic photograph anymore.