VOGONS


First post, by kalirion

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The various 2x and 3x scalers work on VGA resolutions like 320x200 and 320x240, but appear to leave SVGA resolutions like 640x480 untouched. Is there a way to scale those?

Also, how hard would it be to implement "second level" scaling. For example, I have a 1280x1024 monitor. As it is, the biggest resolution view of a DOSBox game it could display is 960x720 (using a 3x scalar with a 320x240 game). If I use my monitor's built in scaling, everything becomes smudged. If I use NVIDIA's control panel scaling, everything becomes blurred. But what would be perfect is if there was an option to take a 640x480 or 640x400 resolution (whether it's the actual game resolution or the result of a 2x scalar) and then apply another scalar, like normal2x. That way you'd get a more-or-less full screen image without the performance kill of, say, an hq4x scalar (if one were even available.) And it would be even more appreciated by people with larger monitors than mine.

Or is there already a patch that does something like this?

Of course none of this would be necessary if tools like Nvidia Control Panel were smart enough to not blur when using the "fixed aspect ratio" scaling option and a resolution that merely needs to be exactly doubled or trippled....

Reply 1 of 12, by wd

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dosbox 0.72, dosbox.conf, scaler=scalername forced

Reply 2 of 12, by kalirion

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Awesome, thanks! Hi-octane and Terminal Velocity look great 😀

Now if only there was a way to do the second part of my post, so I could play VGA games full screen without smudging/blurring....

If two scalars at a time is not an option, is there at least a patch that adds 4x scalars?

Reply 3 of 12, by kalirion

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Nevermind, searched the patches forum and came across a link to gulikoza's page with his CVS build using openglhq. VGA games look beautiful now!

Too bad the keymapper is broken in this build.....

Reply 5 of 12, by wd

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If I use my monitor's built in scaling, everything becomes smudged.

Try some hardware scaling output mode, like output=openglnb

Reply 6 of 12, by kalirion

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What's wrong with the keymapper?

Ctrl-F1 doesn't bring up the keymapper. I had to run the vanilla 0.72 version to create the mappings, and copy them over to your CVS build's directory. My system's WIN XP SP3, Core2duo e8400 if that helps.

Try some hardware scaling output mode, like output=openglnb

Like this?
output=openglnb
fullresolution=original

I think that looks better, but still not quite right. It's all right though, I prefer the openglhq version as I'm not one of the purists who insists on authenticity 😀

Reply 7 of 12, by wd

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The keymapper is only accessible through the gui (alt-pause or so).

Reply 8 of 12, by kalirion

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Oh, I havent been using any GUI. Is there no way to bring up the key-mapper from inside the game in the CVS build? Or does alt-pause bring up the GUI when one is installed or something? I just find it strange that CTRL-F1 works in the main 0.72 version, but not the CVS build.

Reply 9 of 12, by gulikoza

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alt-pause brigs up the built-in gui....there you can access the keymapper, CTRL-F1 was disabled in CVS.

also...

fullresolution=original

is not a good setting. If you want the best look on LCD, use fullresolution=0x0

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

Reply 10 of 12, by kalirion

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Ahh, I see now. Thank you!

BTW, changing the "mapperfile" property in GUI->SDL does not seem to do anything. It neither loads the keymaps from the file, nor saves the new keymaps to that file when hitting save from the keymapper. Is there any way to load a keymap file on the fly without exiting dosbox and changing/using different configuration?

Reply 11 of 12, by wd

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Maybe you don't have write permissions for the file/dir.

Reply 12 of 12, by kalirion

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I'm running with Administrator privileges, so I have access 😀. If I set the mapperfile in the config before starting DOSBox, it uses that file for both loading and saving. It's just that changing in the GUI while running has no effect for me. Same thing in the main 0.72 build when I tried changing it from command line.