16:12 ratio on 16:9 screen.

General information and assistance with dgVoodoo.

16:12 ratio on 16:9 screen.

Postby kevsmudge » 2017-3-13 @ 10:09

Would it be possible to add a 16:12 (4:3) ratio stretching option to dgvoodoo? so 4:3 are games stretched without the side black bars,
by chopping off a percentage of the top and bottom of the screen, cropping out your screen resolution similiair to the zero and remake remasters of resi, resi also employed a system where the screen crop scrolls up or down based on your control input.
Gemini also managed to replicate this for re1
https://www.youtube.com/watch?v=nziYs0RjjdM
So 1920x1440 gets cropped to 1920x1080 etc 180 12.5% both from the top and bottom.
kevsmudge
Newbie
 
Posts: 20
Joined: 2017-2-21 @ 10:23

Re: 16:12 ratio on 16:9 screen.

Postby ZellSF » 2017-3-14 @ 08:09

I can't think of a single game where this would work well without per game hacking.

That said I wish dgVoodoo2 had more flexible scaling options anyway to deal with stuff like letterboxed widescreen (Beyond Good & Evil), faulty 640x400 (Lands of Lore II's D3D render does it letterboxed in 640x480).
ZellSF
Oldbie
 
Posts: 834
Joined: 2006-1-01 @ 18:19

Re: 16:12 ratio on 16:9 screen.

Postby Joey_sw » 2017-3-14 @ 08:55

and the cropping itself may be became gameplay issues as games usually did place the status & control panels at the edge of screen. The cropping may render them un-visible.
-fffuuu
User avatar
Joey_sw
Member
 
Posts: 499
Joined: 2011-8-17 @ 12:03

Re: 16:12 ratio on 16:9 screen.

Postby PhilsComputerLab » 2017-3-14 @ 10:37

I remember older flat TVs having a Zoom feature that would do exactly that.
User avatar
PhilsComputerLab
Hardware Mod
 
Posts: 6180
Joined: 2014-9-28 @ 03:33
Location: Western Australia

Re: 16:12 ratio on 16:9 screen.

Postby Dege » 2017-3-16 @ 08:52

So, this all would practically be having a scrollable sub-rectangle of the game screen, stretched out to fit the whole screen?
Like the map in a 2D strategy game? :)
Dege
Oldbie
 
Posts: 919
Joined: 2003-9-04 @ 11:06

Re: 16:12 ratio on 16:9 screen.

Postby kevsmudge » 2017-3-16 @ 18:31

Dege wrote:So, this all would practically be having a scrollable sub-rectangle of the game screen, stretched out to fit the whole screen?
Like the map in a 2D strategy game? :)


Gemini:
You obtain the position on screen of a 3D vector and calculate vertical scrolling based on that.
This is the formula: int y=Pl_y-120; if(y<0) y=0; if(y>60) y=60;
Add that value to the frame buffer display area and it's done.
kevsmudge
Newbie
 
Posts: 20
Joined: 2017-2-21 @ 10:23


Return to dgVoodoo General

Who is online

Users browsing this forum: No registered users and 2 guests