Sega Master System: It is a pixel perfect resolution for 4:3 ratio. Games with 448i are rare, but if playing those games, then use pixellate shader as the last shader. As for shaders, I’ll get into that on later pages for 2x horizontal scale on bsnes-accuracy. As for BSNES Accuracy, it’s also good since the horizontal is strictly 512 all the time, and it would do x3 horizontal resolution to 1536, and same thing will happen on pusedo high res games like Kirby or Secret of Mana 2 on the text. The custom viewport is very close to a 4:3 ratio with integer scaling too. Unlike the NES, the SNES is always 256x224 on NTSC at least. SNES: Same resolution on either Snes9x or Bsnes variants. However, it is recommended to use default vertical crop since developers know that CRT would cut most of those parts away.Īnother fact that the original NES NTSC resolution is 256x240, it is not a bit wider than 4:3, but it is very close to it, even with the default cropping settings on. Without the crop, the vertical would be at 240, at least with NTSC. It would look as great as if it was set to 4:3 and this is with default crop on height in the core settings. This is very close to 4:3 aspect ratio while having an integer scaling. NES and Famicom: With default core settings in Nestopia UE. This also works of you want to use adaptive pixel filter like xBR, LCD, or ScaleX while not having imbalanced pixels all the time. If the system is always in pixel perfect ratio in the first place, then either custom viewport or default aspect ratio is fine, and almost all the profiles are using integer scale. We’ll start on Retroarch since it has custom viewport settings to customize the aspect ratio to near 4:3 ratio. This is about better scaling on a high resolution from emulators.Īs to begin, I will only go over the common resolutions and NTSC ones since I barely experimented different resolutions from PAL versions. Cropping can be fine as said from My Life in Gaming and Phonedork when reviewing framemeisters and HDMI mods for real systems. For those that have 1080p displays, and to those who don’t mind cropping that is like cutting of the edges that a CRT display does, you can follow the profiles here if you want. Scaling in higher resolution gets even better if the screen display is higher like 1200p. This is best displayed for Shield Tablet K1, or a 1200p display. Its mainly in Retroarch and getting the best picture quality by having integer scales on small resolutions to a 1200p display, which can be a perfect 5x the size from a straight 240p source. If you have a better idea, please let me know ^.Since I got excited to test the Shield Tablet K1 that I got from Christmas, I testes and experimented a lot of emulators and play with the settings to get the best picture of various systems. But I can only adjust the viewport by a `.05` step, whilst I only need a `.01` step. In the view port, I am exactly one pixel off in the center which BUGS me. and then copied the `sgb.slangp` and edited it to use one of them (I picked Silver). Is that possible? I saw the Video Layout option but have so far not found a single resource helping in setting these up - let alone where to get more.Įdit: I fooled around with shader settings. I would love to have a Gameboy border for Pokemon Silver with the GBA color pallette. Unfortunately, when mGBA is in SGB mode, it also renders the game in GBC colours (the night pallete is green instead of dark blue) instead of GBA. I am re-visiting Pokémon Silver alongside some friends and I even got to set up mGBA with SGB borders.
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