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First post, by GL1zdA

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How can I do 320x200 to 1600x1200 scaling in DOSBox? I tried many settings, but none do what I want. I used hwscale=5.0 with aspect ratio correction - seems to not work at all. Setting the fullscreen size to 1600x1200 will display the game in a small box in the center of the screen. What I'm looking for is simple nearest neighbor 5xH/6xV scaling - perfect 5/6 pixels.

BTW. 640x400 does have square pixels (used for example in Red Alert 95)? It should have black bars on the top and bottom on 4:3 screens, and no bars on 16:10?

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Reply 1 of 14, by Mau1wurf1977

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Your description is quite vague (e.g. what monitor do you have).

Having said that, these settings should be fine for most users:

fullscreen=true
fullresolution=0x0
scaler=normal2x
output=openglnb
aspect=true

Reply 2 of 14, by GL1zdA

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I have a 1920x1200 LCD. But it works good with 1600x1200 - 1:1.

The normal2x with aspect=true fixes the issue - I get a correct 4:3 aspect ratio. I'm not sure how, but it works 😉. Thanks!

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Reply 3 of 14, by Mau1wurf1977

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GL1zdA wrote:

I'm not sure how, but it works 😉

Hehe that's how it should be! "It just works!" 🤣

Do you have a camera?

I love seeing retro DOSBox setups. In general we could need way more pictures on here!

Last edited by Mau1wurf1977 on 2011-02-25, 21:54. Edited 1 time in total.

Reply 5 of 14, by Great Hierophant

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I tried that method, but I don't like it because the pixels are not the same size. I offer this as an alternative, using yhkwong's latest svn :

[sdl]
fullscreen=false
fulldouble=false
fullresolution=1600x1200
windowresolution=original
output=direct3d
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-SVN.map
pixelshader=none
usescancodes=true
overscan=0

[render]
aspect=false
linewise=false
char9=false
multiscan=false
scaler=none

The end result, at least for 320x200, is pixels the same size! Make sure you add a 1600x1200 mode if you monitor or graphics card does not natively support it.

http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog

Reply 7 of 14, by Mau1wurf1977

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Yea, the aspect=true switch basically corrects the issue of LCDs having square pixels while CRTs did not. With a CRT you simply adjusted the picture and "blew it up"until it filled the screen.

You can tell by looking at 95% of all playthroughs / let's play videos. They are all stretched horizontally.

Great Hierophant can you take a photo or screen shot with your settings? I can't get my head around what you are trying to achieve...

320x200 pixels are HUGE on a modern monitor. No idea how you can tell if one pixel is larger than another. That's quite some skill 😁

Why do you need to use a SVN build?

Also hardly anyone has 1200 lines. Most common is 1080 these days...

Reply 8 of 14, by Great Hierophant

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Mau1wurf1977 wrote:
Yea, the aspect=true switch basically corrects the issue of LCDs having square pixels while CRTs did not. With a CRT you simply […]
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Yea, the aspect=true switch basically corrects the issue of LCDs having square pixels while CRTs did not. With a CRT you simply adjusted the picture and "blew it up"until it filled the screen.

You can tell by looking at 95% of all playthroughs / let's play videos. They are all stretched horizontally.

Great Hierophant can you take a photo or screen shot with your settings? I can't get my head around what you are trying to achieve...

320x200 pixels are HUGE on a modern monitor. No idea how you can tell if one pixel is larger than another. That's quite some skill 😁

Why do you need to use a SVN build?

Also hardly anyone has 1200 lines. Most common is 1080 these days...

You are unfortunately correct, as 1920x1080 is a much more common resolution than 1920x1200. But I bought a monitor which has a 1920x1200 native resolution, which is great for more things than DOSBox.

I use a SVN build because they have direct3d output support. No other output method does this right.

One of the advantages of having a huge monitor (mine is 25.5"), is that you can easily tell whether the pixels are all the same size. I can look close and see that each 320x200 "pixel" takes exactly 5 native horizontal pixels and 6 vertical pixels of a 1600x1200 resolution.

My graphics card and monitor can do a perfect 1600x1200 resolution on a 1920x1200 monitor by pillarboxing. I do not mind that if it is only on two sides.

http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog

Reply 9 of 14, by Great Hierophant

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This is what the end result looks like (screenshot taken from Elvira) :

runvga_001.png

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  • Filename
    runvga_001.png
    File size
    47.45 KiB
    Downloads
    195 downloads
    File license
    Fair use/fair dealing exception

http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog

Reply 10 of 14, by Mau1wurf1977

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Interesting that only Direct3D does this right. How come it isn't part of the standard build?

Does your 24" LCD have an option for Letterboxing 4:3 signals?

If so, what happens if you supply it a real 320 x 200 signal? E.g. boot from a floppy and run Prince of Persia. That would be interesting to know...

Or a real 1600x1200 LCD. Wonder what the inbuilt scaler would do with a 320 x 200 signal...

Here is a screenshot (whole desktop) of my setup. Looking at yours, I can now see what you mean. I guess if I had a Full HD LCD, it wouldn't be as obvious, but nevertheless it's interesting...

LCD is 1366 x 768:

dosbox2011022715510731.png

Reply 11 of 14, by gulikoza

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Great Hierophant wrote:

My graphics card and monitor can do a perfect 1600x1200 resolution on a 1920x1200 monitor by pillarboxing. I do not mind that if it is only on two sides.

D3D does pillarboxing on it's own. You could probably set fullresolution to 1920x1200 and get the same result. Integer scaling will be set when aspect=false with D3D so make sure you use that. Unfortunately 1366x768 is a bad resolution, since you cannot make a "nice" 4:3 resolution with it. 1280x1024 was also great since you could get 1280x1000, almost a perfect match for 320x200. Aspect=true will scale to 4:3 with D3D no matter what the resolution, but there will be some pixel blending in that case...

http://www.si-gamer.net/gulikoza

Reply 12 of 14, by ripa

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Or a real 1600x1200 LCD. Wonder what the inbuilt scaler would do with a 320 x 200 signal...

Low resolutions like 320x200 are "double-scanned" by the graphics adapter so they become 400 visible lines + some sync lines. I think the text mode during boot-up is identical from the perspective of the monitor so it should work just fine.

Reply 13 of 14, by Great Hierophant

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If my 1920x1200 monitor displays 320x200 graphics natively, it almost fills the screen at the 16:10. The remainder is a black border, which will change color if a game supports different border colors.

Further testing shows using openglnb with aspect true gives the same result as my screenshot. Use the following settings :

[sdl]
fullscreen=false
fulldouble=false
fullresolution=1920x1200 or 1600x1200
windowresolution=original
output=openglnb or direct3d
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-SVN.map
pixelshader=none
usescancodes=true
overscan=0

[render]
frameskip=0
aspect=true
linewise=false
char9=false
multiscan=false
scaler=none

http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog

Reply 14 of 14, by Mau1wurf1977

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That's good to hear!

1920 x 1200 LCDs should be available for quite some time. There are also 1600 x 1200 LCDs, and another alternative are CRTs that can display 1600 x 1200...

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