On a fullHD (with Perfect Pixels) the screen with Integer Scal must be : The real aspect ratio of a game is 4/3 in fullscreen. Resolution is 240 (vertical) but only 224 pixels are displayed. (LCD pixels aren't exactly square, lets forget that). (PP or Pixel Pefect can be used only with square pixel). There is a lot resolution and lot of game console, so we must only try to respect 4/3 format on your monitor.įor best image quality, we must use Integer Scale. SMS use only 256x192 but the resolution is 256x240. On your link, you can see all consoles use 240 pixels (vertical) but not all viewport is used. In other words, any console meant to be played would have the same fullscreen viewport ?īut is you activate Integer Scale, the size would be : 1280x960 The core scales the game to 1440x1080 on a 1080p screen. 4/3 = 1.33 !!Ī game is done to be seen on a 4/3 screen in full screen ? So is aspect ratio is 4/3 but not X pixels/Y pixels.ĬPS1 games have 384x224 resolution. Pixels are not square on TV, NES and others plateformes.ĭouble Dragon is made to be seen on a arcade monitor, a 4/3 screen in fulsscreen. This is a 4x5 screen (1280x960) but the result is 4/3 screen. It is pixel perfect (or integer scale on) so the scanline is perfect. This is a true 4/3 aspect ratio of a NES screen. The aspect ratio of an image describes the proportional relationship between its width and its heightĢ56/240 (or 16/15 ) is not the Aspect Ratio. NES screen is done to be seen on a 4/3 CRT in full screen, so NES is 4/3 Aspect Ratio. Why do so many values in user_settings.h have a _static suffix?Īre there any broken settings I should be aware of? What if I want to change settings in the. Why didn't you include a shader preset with NTSC support? Why didnt' you include more canned presets with different options? Why can't I select from one of several user settings files without manual file renaming? Why did you slow the shader down with all of these features I don't want? Why didn't you make the defaults more to my liking? Why am I getting banding in dark colors? Or, why won't mipmapping work? Why can't I make my phosphors any smaller than 2 pixels per triad? Why can't I make my phosphors any bigger? Why won't my shader bloom my phosphors enough? Why is the shader crashing when I load it!? SNK - Neo Geo Pocket / Color (Beetle NeoPop) Nintendo - SNES / Famicom (Snes9x 2005 Plus) Nintendo - SNES / SFC / Game Boy / Color (Mesen-S) Nintendo - SNES / Famicom (nSide Balanced) Nintendo - SNES / Famicom (higan Accuracy) Nintendo - SNES / Famicom (bsnes-mercury Performance) Nintendo - SNES / Famicom (bsnes-mercury Balanced) Nintendo - SNES / Famicom (bsnes-mercury Accuracy) Nintendo - SNES / Famicom (bsnes Performance) Nintendo - SNES / Famicom (bsnes C++98 (v085)) Nintendo - SNES / Famicom (bsnes Balanced) Nintendo - SNES / Famicom (bsnes Accuracy) Nintendo - 3DS (Citra Canary/Experimental) Nintendo - Game Boy / Game Boy Color (TGB Dual) Nintendo - Game Boy Color Compatibility List Nintendo - Game Boy Advance Compatibility List Magnavox - Odyssey2 / Phillips Videopac+ (O2EM) Getting Started with MAME Software List Emulation Overrides: Content/Folder/Core-Specific Settings
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