Mau1wurf1977 wrote:It's a 1996 game and I doubt it's made for 16:10.
The game is actually limited to a ~16:10 window (512x320 within 640x480). Refer
http://www.mobygames.com/game/windows/zork-ne … nds/screenshots
Also, here's a prior post concerned with the black bars in the game...
Zork Nemesis
My guess would be that such was due to the game using a good amount of video and something akin to Quicktime VR (i.e. 360 degree images), and needing to squeeze it down to fit on 3 CDs. It also uses scan-lines in this video.
Regarding a means to resize the image, I'd guess that it may be easier to work out a shader to scale things up with one of the DOSBox revisions that have Direct3d/shader support.
On this subject, I find the 2xSaLAA, 4xSaL shaders do a good job of cleaning up FMV games that use alternate row scan-lines (though I'm having trouble locating my source for them). Still hoping for a shader that would clean up triple row scanline things (i.e. typically rgb scanlines used to simulate higher bit color ranges with 8b)