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Aspect ratios are a little off #204

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CloudDweller opened this issue Aug 23, 2012 · 18 comments
Closed

Aspect ratios are a little off #204

CloudDweller opened this issue Aug 23, 2012 · 18 comments
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@CloudDweller
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I've been doing some testing with the Snes9x core and it appears that the aspect ratios are a little off. For example, below is a screen grab from the native Snes9x app running windowed at native resolution.

Snes9x - Windowed
Image and video hosting by TinyPic

Here Snes9x is drawing the game at 256 x 239 with the black bars top and bottom but if we remove the black bars then the resolution drops to 256 x 224 which is the native resolution for the game (in this case Super Mario World).

Now running that same game with OpenEmu's Snes9x core distorts the game producing a slightly narrower horizontal resolution. Its hard to see this as OpenEmu doesn't allow you to run the game at the native resolution. Here you can see a comparison between the two at full screen.

Snes9x - Full Screen
Image and video hosting by TinyPic

OpenEmu - Full Screen
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Using Photoshop to scale the full screen image from Snes9x down to a width of 256 produces a height of 224 which is correct. Doing the same to OpenEmu again using a width of 256, produces a height of 239 which is wrong.

Its also worth noting that although the SNES hardware's native resolution for this game is 256 x 224, the nature of CRT TV's caused the image to stretch horizontally as the TV's aspect ratio was 4:3 and not 8:7 which is what the SNES hardware used. This can be seen in the image below.

Snes9x - 4:3 Full Screen
Image and video hosting by TinyPic

So to sum up.

  1. OpenEmu is not drawing the game at the native resolution and therefor the correct aspect ratio which I think needs fixing.
  2. I think that there should be an option for a 4:3 aspect ratio so that the game is drawn at the same aspect ratio as when it was played on a CRT TV using real hardware.
@CloudDweller
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Okay I've done a little more testing comparing both the native BSNES and Kega Fusion apps against OpenEmu and as you can see below, its the same for these as well.

BSNES - Full Screen
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OpenEmu - Full Screen
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Kega Fusion - Full Screen
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OpenEmu - Full Screen
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@CloudDweller
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Okay done another test this time using Nestopia. This time the aspect ratios are the same however the colours and contrast differ between the two apps.

Nestopia - Full Screen
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OpenEmu - Full Screen
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Curiouser and Curiouser!

@clobber
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clobber commented Aug 24, 2012

Kega and OpenEmu/GenPlus - sure that's the same resolution? Looks scaled differently

Nestopia.app vs OpenEmu- colors are off because I'm pretty sure you're using the FCEU core and not the Nestopia core. OpenEmu has two cores for NES. FCEU and Nestopia use different color palettes.

@CloudDweller
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"Kega and OpenEmu/GenPlus - sure that's the same resolution? Looks scaled differently"

Just tested Genesis Plus against OpenEmu and again, the aspect ratio is off.

"Nestopia.app vs OpenEmu- colors are off because I'm pretty sure you're using the FCEU core and not the Nestopia core. OpenEmu has two cores for NES. FCEU and Nestopia use different color palettes."

Oops my bad. Just switched to the Nestopia core and the colours are now the same. Sorry about that one.

So if its an issue of scaling, does this just affect certain systems and if so, can this be fixed? It would be great if there was a way of running the games at their native resolutions, maybe in the popout window.

@clobber
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clobber commented Aug 24, 2012

These emus are running at their native hardware resolutions. What we can do is add some kind of 4:3 correction for the affected cores, perhaps a UI setting or qtz filter at some point.

@CloudDweller
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So I guess that OpenEmu must be adding some sort of scaling as the Snes9x app's aspect ratio is 100% correct and OpenEmu's Snes9x core is slightly off in that its squashing the width of the image slightly. A 4:3 correction would be great but I'm still not sure why OpenEmu's core is slightly off for both SNES and Genesis systems.

@vade
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vade commented Aug 24, 2012

Because math is hard.

@clobber
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clobber commented Aug 24, 2012

CloudDweller: we're not applying any sort of scaling.

The other emulators are correcting this while we are not (currently).

I just checked Kega and it has a "Fixed Aspect" option by default. SNES9X and BSNES also correct this.

@mrvacbob
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Well, we should default to scaling to what the real console should look like. Uncorrected aspect ratios are only useful if you're an emu developer.

@clobber
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clobber commented Aug 24, 2012

Well we need to fix issue #191 before we can really do anything about this.

Also, we could add aspectRatio to OEGameCore and just set them to 4.0/3.0 as needed.

@vade
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vade commented Aug 24, 2012

I concur, its sort of stupid to not match what the end user sees.

@clobber
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clobber commented Aug 24, 2012

@vade can you take a look at issue #191 and then we should we able to sort out the aspect ratios in the other cores?

@CloudDweller
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Thanks to everyone for looking into this issue and I'm sorry if I dragged this one out. Anyone that's ever let me beta test stuff knows that I'm really really picky about the details :)

@PsychoH13
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We expect you to be picky!

Remy "Psy" Demarest

Le 25 août 2012 à 13:36, CloudDweller notifications@github.com a écrit :

Thanks to everyone for looking into this issue and I'm sorry if I dragged this one out. Anyone that's ever let me beta test stuff knows that I'm really really picky about the details :)


Reply to this email directly or view it on GitHub.

@vade
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vade commented Sep 6, 2012

The aspect ratio support is added for gameCores, for now, if a gameCore doesnt opt in to override, its assumed to be 4:3. Each Game Core implementation can override aspectSize to return some integer by some other integer to fix the fuck-wittery above. Should be ok.

@vade vade closed this as completed Sep 6, 2012
@clobber
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clobber commented Sep 6, 2012

Fixed here 0c58f6f

@rafaelfc
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How do I apply the fix?

@DMcLeod
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DMcLeod commented Aug 10, 2013

recompile the app :)

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