First post, by VileR
- Rank
- l33t
I'm kind of stubborn when it comes to getting the right pixel aspect ratio, when emulating screen modes that weren't designed for square pixels. For 320x200 (being the most common), setting "aspect=true" works perfectly, and gives me those beautiful stretched 1:1.2 pixels we all know and love 😀
This doesn't work for higher resolution modes... from another thread about this, I understand that current scalers would produce bad results with ugly interpolation effects, if they tried to do aspect correction on higher resolution modes.
So (while it would be nice to solve this by having higher-factor scalers), I can see why aspect correction doesn't work for e.g. 640x200, 640x350, 640x400, 720x350, 720x400 incl. text modes.
However... when I run games that use the tweaked 160x100x16 CGA "mode", aspect correction doesn't seem to work either.
Intuitively, if a scaler can aspect-correct 320x200, it should have no problem doing the same for 160x100.
Why does this happen... is it because 160x100 is not really a graphics mode but a tweaked text mode? So the problems with aspect-correcting 640x200 (CGA's text mode) apply to this mode as well?
I wonder if there couldn't be an option to enforce aspect correction anyway, in the special case of this screen mode... Games like Round42, Moon Bugs etc. would obviously benefit, since they only use it for simple "pixels". But games that do more complicated stuff (ICON?) might suffer, I don't know.
Anyway, I'd like this thread to be more than a plain boring feature request... so brainstorming is welcome...
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EDIT - forgot to add some of my relevant config options, for reference (using dosbox v0.74). The fullresolution below matches the native resolution of my LCD monitor.
fullscreen=true
fulldouble=false
fullresolution=1280x1024
windowresolution=original
output=ddraw
machine=cga
aspect=true
scaler=normal3x