4/27/2023 0 Comments Gradius gaiden retroarch![]() ![]() Scaling is one of RetroArch’s biggest advantages over other emulators/front-ends, and I’d love to see them expanded like this. I realize that’s more work than most people probably want to do for a game.īut if you had a database for this, it becomes automatic for any game which is in it. With individual controls, it would be easy to ensure that both resolutions fill the viewport perfectly. However the gameplay actually renders 256x207 with a -2px offset while the menus are 360x200 with an 0px offset. With Symphony of the Night for example, the game switches between 256x240 for gameplay, and 364x240 for the menus. I would be surprised if a game switched between more than two resolutions though, so it wouldn’t be that much work to set up - maybe 60 seconds at the start of a game that I’ll be playing for several hours. That would let you have a perfect image which fills the viewport at all times, even if the game switches between multiple resolutions. What I would personally prefer would be a full set of initial/last scanline, left/right crop, and offset controls for each resolution individually. When you do that with a 16:9 game, you end up with a black border around the entire image.Īnd it takes a lot more time than I’d like to figure out the internal resolution of a game and then calculate the aspect ratio required to correct it.įrom that github page, it looks like there are five horizontal resolutions supported by the PSX: 256, 320, 364, 512, 640. However that doesn’t work for 16:9 games, since the black bars at the sides are still being rendered. Instead of rendering 4:3 (1.33:1) I can tell Gradius Gaiden to render an aspect ratio of 1.40350877192982:1 so that the center portion of the image is displayed as 4:3. With 4:3 games on a 16:9 screen, you can cheat and tell RA to render a wider aspect ratio. There does need to be some way of cropping the image. Hmm, I don’t really know what the best solution would be. I don’t have a huge library of PSX games, but I’d love to be able to contribute to something like that.Įven better if scanline options (and ideally a left/right crop setting as well) became universal across all cores and we started to build a database for all games. and pull a unique identifier for the game such as SLPM-86023 for “Akumajou Dracula X - Gekka no Yasoukyoku (J) (v1.2)” when it runs, then it might be possible to start creating a database for offsets, scanline, and aspect ratio profiles. Now I don’t know how RetroArch identifies games, but if it is able to read a PSX ISO or BIN/CUE etc. Then you are changing them on a per-game basis, rather than adjusting the core defaults. This is still much faster than the way I was previously filling the screen by having to manually calculate a custom viewport setting though.ĮDIT: Make sure that you use the “create game-options file” option before adjusting scanlines. I have RA configured to automatically create and load a savestate which helps speed that up a lot. I have to do more testing with that overscan option though, I was just giving my current method as an alternative.īut the scanline start/end option needing a restart makes it a bit tedious.I agree, it would be nice if the scanline could be updated without needing a restart, like some of the other cores do. Perhaps that’s because of the widescreen hack or something? I’m not sure.Can you post screenshots taken with the “take screenshot” option? I’ve not seen that behavior at all. ![]() Then I change overscan_x = “109.000000” in the shader options and it remove the empty space making the picture 4:3 (larger on screen). The picture is narrower than 4:3 because of that. I don’t know what’s happening with your CRT-Geom screenshot.īy default there is black empty space on each side of a game I launch (overscan is OFF). Image fills the screen and is in the proper 4:3 aspect ratio. Black borders top and bottom, image is properly centered and nothing is lost. ![]() Black borders top and bottom, black band down the left, some of the image on the right is cropped. Black borders all around, image is the wrong aspect ratio when RA is set to 4:3. It’s missing some pixels on the right side for Castlevania Symphony Of The Night (J), then I’m not sure for other games, I’ll have to check again later.I just tested it, and that’s no different from the US version that I’ve been playing.
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