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Re: Full-screen mode

Nice work! I still use old stable ykhwong build for pixel-perfect scaling (direct3d, bilinear.fx and normal5x scaler), maybe your method will be much better.. Thanks. It depends on how ykhwong implemented the scaling. Is it generic or does it have hard-coded integer scales? I didn't understand the …

Re: Full-screen mode

In other words, openglnb is not pixel-perfect at non-integer scales, which is almost always the case in full-screen mode. The 'normal' scalers produce pixel-perfect image only with the 'surface' output device, and even then they don't always work (e.g. with double-height modes such as used in …

Re: Full-screen mode

Thank you, ripa. That's what I mean by implicit . The same thing seems to take place with YUV overlays. I am trying to implement pixel-perfect integer scaling for full-screen mode, and I fear I shall have manually to convert the source image into an overlay or source surface with the dimensions …

Re: Full-screen mode

Thanks. I had already read those files, but it is hardware scaling that I am talking about, and I can't find where in the code it is performed or enabled. It depends on the type of the output surface, but where is this dependency expressed?

VIDEO Patch for pixel-perfect scaling (SDL1)

Patch status: This patch is currently abandoned. Having grown tired of keeping the patch in sync with the official SVN, I have decided to work on similar functionality in unofficial forks of DOSBox . DOSBox forks containing the patch: DOSBox-X DOSBox Staging Compatibility problems: Incompatible …

Re: Scalers don't work

You do know that not every resolution in the dos era used square pixels, right? Some games used "widescreen" resolutions, but since the monitors were 4:3 aspect ratio, the pixels weren't exactly square anymore. Yes, but sharp square pixels are still better than blurred rectangular ones. If one must …

Re: DOSBox Feature Request Thread

If you want to get rid op any blurring and filtering of the image, adjust this setting accordingly: [sdl] output=openglnb This should result in a crystal clear, nicely pixelated, correctly ratioed fullscreen image with black borders right and left, if you are using a widescreen display. This is not …

Re: Scalers don't work

I accidentally rewrote my general config. The latest build seems to be DOSBox SVN r3985, and does not seem to support normal4x (ignoring it even when forced). In which section ought I to put the Bilinear parameter, for it is not present in the config file? Why do you propose to activate aspect …

Re: Scalers don't work

I have downloaded and am trying the latest build. My setup using the -userconf and -conf options to employ a generic config file together with a game-specific one no longer works. The new DOSBox seems to ignore the generic config. I shall let you know about my luck with pixel-perfect display when …

Re: Scalers don't work

Aideka, openglnb crashed this morning but works tonight... It is a very strange mode that preserves sharp pixels but performs scaling in a non-uniform way: applying alternative scaling to alternative rows and columns. Attached are sample fragments rendered natively and by openglnb and scaled to …

Re: Scalers don't work

The problem is treated in the FAQ under "DOSBox in fullscreen looks blurred", but unfortunately it does not solve my problem. There is no reason for a blurred image in fullscreen if DOSBox is running at the display's native resolution with integer scaling ( normal2x , normal3x ...). Does the scaler …

Scalers don't work

Hello, all I can't seem to make normal scaling (integer scales, no interpolation) work with any renderer in either windowed or full-screen modes. Here's what I have with my 1680x1050 display while running Romance of the Three Kingdoms I: +--------------------------------------------+ |Renderer …

Keyboard shortcuts inconsistency with Mac OS X

Hello, all I am using DosBox 0.74 on my MacBook 2007 with Mac OS X 10.6.8. Although the Keyboard mapper is bound to CTRL-F1, it only starts when I press Cmd-Ctrl-F1, while the Cycles up/down commands are mapped to Ctrl-F11 and Ctrl-F12 and work as expected, i.e. without the additional pressing of …

Re: Resolution and scaling in text mode

Ripa, with the settings you suggested the text is very far from crisp, because the magnification is not integer and there's no antialiasing or interpolation. And the black bars are flickering (from black to completely transparent, revealing what's below the DOSBox window. A one-to-one screenshot is …

Re: Resolution and scaling in text mode

Thank you, now I understand why it didn't work without 'force'. Aren't there rational scalings to make, say, 640x400 original resolution fit my 1024x768 display, preserving the aspect ratio of course, so that the image touches the left and right sides and there're black bark in the top and bottom? …

Resolution and scaling in text mode

Hello all, I can't seem to make DOSBox beautifully display text-mode games. I want them to be in text mode and use either direct scaling (scaling=normal3x) or a more advanced one. But the scaling option doesn't seem to have an effect on the text mode... With the fullresolution set to 'original' text …

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