![]() So for example while D&D is 224p tall, it puts important information on the edge of that which you would never see in a home console because it would be considered the overscan area for consumer TVs. Arcade systems expect you to tune the monitor to match their output, they were never intended for home use and most of them only ran one game at a time. It's similar to the NeoGeo problem I've mentioned elsewhere. ![]() It does not really affect gameplay, and arcade on MiSTer is not my main focus, but nevertheless it'd be nice to know if it's possible to correct this somehow. There definitely is too much overscan on left/right. I'd be fine with a border to maintain vertical integer scaling on 224p games but its kind of odd how the border is significantly fatter on the sides than the top/bottom!įunny, I was looking at the exactly the same issue today playing D&D (on a 15khz CRT with no scaling). If anything I'd expect them to be squashed fatter by taking the full 240(244?) lines into account to 4:3! Where is my math failing that it is desirable for "normal" scaling of the viewable area to actually be narrower than 4:3? Is this only an issue with 4:3 output resolutions for some reason?Īnd yes I know I can squish and stretch a VGA monitor to correct this, but that isn't an option on LCD monitors, and it would be nice not to have to manually adjust my monitor for playing saying Gauntlet II that uses the entire screen versus CPS2 games. Yet it seems like "normal" scaling on square pixel displays is rendering them *thinner* than 4:3. When most people calibrate their CRTs with the 240p suite on 224p viewable systems, they are likely to push the corners so that the viewable area is roughly 4:3. If this is correct behavior then I don't understand why it is or what is going on. width is supposed to match original aspect ratio.) So this seems like some sort of design choice for scaling Mister cores in general. I've had the exact same experience with the Genesis core when using "normal" scaling (i.e. Only by changing the aspect ratio to "full/wide" do I get my screen filled on the left/right axis, and in order to keep that 4:3 I need to have vscale disabled so the top/bottom can be filled. If I disable vscale so that top and bottom are filled, there is still a border on the left and right, meaning the visible area is narrower than 4:3. However the borders on the left and right appear larger than the top and bottom. I think this is expected because the visible area is only 224p. However if I fire up CPS2 (example: Dungeons & Dragons), not all of the visible area is used in vertical integer scaling. So this core should be perfectly 4:3 as far as I can tell. On the gauntlet 2 arcade the entire visible area is filled edge-to-edge, perfectly scaled by 5x using integer scaling. I used the menu core to determine the edges of this screen and got it lined up within the visible area, so the pixels should be roughly square and observations here should apply equally to 4:3 LCDs (especially 1200p ones). I'm guessing off the bat (without knowing exactly how DOSBox renders the display) that it would have to change the way DSOBox renders the display to cover the black areas as well somehow if the black areas outside the display in the DOSBox window aren't currently accessible in this way with the current code.So recently I started playing with the scaler on a 4:3 display, in this case an SVGA monitor running at 1600x1200. It's nice for presentation for streams and YT videos but it'd also be kind of nice in real time for playing a game yourself at home as well. The idea just came to me after watching some DOS game let's play videos on YouTube. It would just display "behind" the game display like a wallpaper and spill out into the black bars/columns outside the main render area that DOSBox usually doesn't take up. Perhaps it could also have an extra CONF entry for scaling/best fit options like fill/stretch/fit/1:1 etc. Is there such thing or has anyone thought of having a feature in DOSBox where, defined in the CONF, you could add a border/background image file that would display in the black column bars around the render display (most useful for aspect ratio-corrected games)? So that, for instance, when you're playing a 320x200 aspect ratio-corrected game in 1920x1080 fullscreen resolution you could have a nice optional border around it? That could go for letterbox displays as well for that matter.
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