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Aspect ratios are a little off #204
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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. |
"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. |
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. |
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. |
Because math is hard. |
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. |
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. |
Well we need to fix issue #191 before we can really do anything about this. Also, we could add |
I concur, its sort of stupid to not match what the end user sees. |
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 :) |
We expect you to be picky! Remy "Psy" Demarest Le 25 août 2012 à 13:36, CloudDweller notifications@github.com a écrit :
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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. |
Fixed here 0c58f6f |
How do I apply the fix? |
recompile the app :) |
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
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
OpenEmu - Full Screen
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
So to sum up.
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