Jump to content
IGNORED

FPGA Based Videogame System


kevtris

Interest in an FPGA Videogame System  

682 members have voted

  1. 1. I would pay....

  2. 2. I Would Like Support for...

  3. 3. Games Should Run From...

    • SD Card / USB Memory Sticks
    • Original Cartridges
    • Hopes and Dreams
  4. 4. The Video Inteface Should be...


  • Please sign in to vote in this poll.

Recommended Posts

I wonder how do I configure Width/Height for my Sg/Super Nt when I put my monitor in 4:3, using 720p since I sometimes wanna use scanlines.

 

Kind of wanting the monitor set to 4:3 since the OSSC wanna go full widescreen, dont wanna toggle each time.

 

Now Im using 720p@60, Width 4X.

 

5X seems to wide, 4X feels thin. What is "correct" ?

Link to comment
Share on other sites

Per FirebrandX:

 

Was made aware of a Sega Technical manual that has very precise measurements of the Game Gear screen, so the actual AR is 1.3348:1. Below are my new recommended Mega Sg GG settings:

 

1080 mode:

 

1345x1008 enable H, disable V

 

720 mode:

 

961x720 enable H, disable V

Link to comment
Share on other sites

I wonder how do I configure Width/Height for my Sg/Super Nt when I put my monitor in 4:3, using 720p since I sometimes wanna use scanlines.

 

Kind of wanting the monitor set to 4:3 since the OSSC wanna go full widescreen, dont wanna toggle each time.

 

Now Im using 720p@60, Width 4X.

 

5X seems to wide, 4X feels thin. What is "correct" ?

Having your TV correct the aspect to 4:3 doesn’t do anything for scanlines.

 

Many TVs have remember your 4:3/16:9 setting separately for each input.

 

You’d want your Mega Sg stretching horizontally to the full width of 16:9 if you are going to use your TV to correct the aspect ratio.

Link to comment
Share on other sites

Per FirebrandX:

 

Was made aware of a Sega Technical manual that has very precise measurements of the Game Gear screen, so the actual AR is 1.3348:1. Below are my new recommended Mega Sg GG settings:

 

1080 mode:

 

1345x1008 enable H, disable V

 

720 mode:

 

961x720 enable H, disable V

 

Does he have his recommended settings for everything else posted somewhere? If so, I must've missed it, but if you could share that would be great!

Link to comment
Share on other sites

 

Does he have his recommended settings for everything else posted somewhere? If so, I must've missed it, but if you could share that would be great!

Right here for video:

 

For audio, Ace did all the measurements and configurations and FirebrandX made the video. Ace's settings wound up being very close to my own, so that feels nice. :D

Edited by derFunkenstein
  • Like 1
Link to comment
Share on other sites

I watched those last night and followed the instructions. I use 5x and the aspect ratio and screen position looks much better. Are we still losing a bit of the picture when using firebrandx' s 5x settings?

 

I set up the audio to mimic a VA3 Genesis 2, as that's what my actual Genesis is.

 

Sent from my SAMSUNG-SM-J727AZ using Tapatalk

Link to comment
Share on other sites

I watched those last night and followed the instructions. I use 5x and the aspect ratio and screen position looks much better. Are we still losing a bit of the picture when using firebrandx' s 5x settings?

 

I set up the audio to mimic a VA3 Genesis 2, as that's what my actual Genesis is.

 

Sent from my SAMSUNG-SM-J727AZ using Tapatalk

The only way 5x vertical wouldn’t cut off some of the picture is if it supports 1200p and you have a display that supports it as well (preferably a 1200p display). It isn’t a huge deal since much of the least picture would have been lost to overscan on an original CRT anyway.
Link to comment
Share on other sites

The only way 5x vertical wouldn’t cut off some of the picture is if it supports 1200p and you have a display that supports it as well (preferably a 1200p display). It isn’t a huge deal since much of the least picture would have been lost to overscan on an original CRT anyway.

 

I just run everything at 5X. On the Master System games, there's usually still an inch of overscan space that winds up being a solid color anyway. On MD games, there's usually stuff in that space, (eg Starflight has framing graphics) but the games were designed with overscan so that information doesn't disappear. Sonic 2 is fine, but if you put it in 2-player mode, the time is half cut off on P1's half screen.

 

2dma2ig.jpg

Sonic 2 (Mega Drive)

 

fko96w.jpg21l51tt.jpg

Starflight (Mega Drive)

 

1y4sp5.jpg

Phantasy Star (Master System)

 

9ierl4.jpg

Ghostbusters (Master System)

Link to comment
Share on other sites

 

Does he have his recommended settings for everything else posted somewhere? If so, I must've missed it, but if you could share that would be great!

 

NOTE: FBX adjusted his 5x/720p GG horizontal width by 1 pixel so now it is a perfect integer scale and horizontal interpolation can now be disabled for it.
From the latest pinned message on the Mega Sg channel in the Classic Gaming Discord:
Setting by FirebrandX except where noted
-- Genesis/MD 4x, square for 320
* set horizontal pos=23, vertical pos=51
320: 1360x960 disable HV
256: 1243x960 enable H, disable V
-- Genesis/MD 5x overscan, square for 320
* set horizontal pos=16, vertical pos=47
320: 1700x1200 disable HV
256: 1553x1200 enable H, disable V
-- Genesis/MD 720p, square for 320
* set horizontal pos=27, vertical pos=39
320: 1020x720 disable HV
256: 932x720 enable H, disable V
-- Genesis/MD fill screen, square for 320
* set horizontal pos=18, vertical pos=48
320: 1632x1152 enable HV
256: 1491x1152 enable HV
-- Genesis by MLIG integer scale overscan, square for 320
* set horizontal pos=24, set vertical pos=48
320: 1700x1200 disable HV
256: 1632x1200 disable HV
-- Genesis by MLIG 4:3 1080p
* set horizontal pos=22, set vertical pos=47
320: 1482x1150 enable HV
256: 1482x1150 enable HV
-- Genesis by DF Retro 4:3 1080p
* set horizontal pos=22, set vertical pos=50
320: 1520x1145 enable HV
256: 1520x1145 enable HV
-- SMS, ColecoVision 5x
* set horizontal pos=10, vertical pos=50
1462x1200 enable H, disable V
-- SMS, ColecoVision 720p
* set horizontal pos=25, vertical pos=44
877x720 enable H, disable V
SMS crop top=23, bottom=25
* below SMS exceptions use additional height:
-- Game Gear 7x, square pixels
* set horizontal pos=0, vertical pos=38
1344x1008 enable H, disable V
-- Game Gear 5x/720p, square pixels
* set horizontal pos=6, vertical pos=34
960x720 disable HV
Edited by bikerspade
  • Like 2
Link to comment
Share on other sites

 

I just run everything at 5X. On the Master System games, there's usually still an inch of overscan space that winds up being a solid color anyway. On MD games, there's usually stuff in that space, (eg Starflight has framing graphics) but the games were designed with overscan so that information doesn't disappear. Sonic 2 is fine, but if you put it in 2-player mode, the time is half cut off on P1's half screen.

 

2dma2ig.jpg

Sonic 2 (Mega Drive)

 

fko96w.jpg21l51tt.jpg

Starflight (Mega Drive)

 

1y4sp5.jpg

Phantasy Star (Master System)

 

9ierl4.jpg

Ghostbusters (Master System)

Me too. The advantages of an integer scale can’t be understated. Only time I’d resample it is if I could not get an integer scale with a particular display or a particular game loses something important in the slight crop.
Link to comment
Share on other sites

I watched those last night and followed the instructions. I use 5x and the aspect ratio and screen position looks much better. Are we still losing a bit of the picture when using firebrandx' s 5x settings?

 

I set up the audio to mimic a VA3 Genesis 2, as that's what my actual Genesis is.

 

Sent from my SAMSUNG-SM-J727AZ using Tapatalk

 

5X is a non-starter for me since that cuts important parts off the bottom of Ultracore, and I happen to really enjoy it. :D

Link to comment
Share on other sites

Im not really sure what point you are trying to get at exactly?

My point being...from what I've heard, Byuu helped Kevtris with some portions of the Super Nt FPGA build, and in return, Kevtris helped Byuu with some aspects of BSNES fixes. Maybe they shared info with one another to benefit both forms of emulation.

 

So if that's the case and had Mode 7 HD have been possible (which has been shot down as being possible) then both of them working together in the past on the Super Nt surely would have been a plus. At least in my opinion anyway.

 

AFAIK, Emulators have had "high res mode 7" way back in the ZSNES DOS days. The issue would be ensuring this would work with all carts (particularly expansion chip games) and it would deviate from the goal of having an accurate FPGA re-implementation.

 

Though I'm also of the mind that I think if it were to possible to do a "Super PPU" , it would probably be in the same vein of "allow more sprites" features in the NES core of the mini NT.

Yes, but it has never looked anything like this before. The Mode 7 HD is pretty mind blowing to see when you'd played SNES games, namely Mario Kart, Pilot Wings, and F-Zero. It's like seeing them for the first time. Also, iR would be OPTIONAL, so you wouldn't be forced to use the better looking Mode 7 if so inclined. There are other optional settings on both.. Dither reduction for exampe, and the X-Ray filter. eh, for some reason.

 

 

I don't like the high-res mode 7 stuff. I can see that it would appeal to others, especially those who have no nostalgia for the 16-bit generation. It just looks wrong to me.

I'm all about nostalgia as well. I own at least 2 of nearly every console going back to Atari Pong, but I also welcome new technologies which can enhance original games. MSU1 is another example of this. Playing the original I Chrono Trigger rom with CD audio and FMV can really be impressive when you want something a little more..

 

Kevtris said on Discord that this can't be done in hardware. It's basically an emulator only feature.

Specifically:

"not possible

that's an emulator trick that doesn't conduct well to hardware"

That's truly sad to hear. I figured since both are emulators..software vs hardware, that there may be a way. Sort of how the color blending filter was added specifically for Kirby's Dreamland 2 on the Super Nt, or the dither recognition and smoothing option for the Mega Sg. Those seemed to start as software emulation options. Not that I understand much about how all of that is implemented. I was just beinf hopeful that it was possible.

 

I suppose that's another advantage that software emulation has over FPGA hardware.

 

Kinda like what Emu-DX did when emulating arcade Donkey Kong?

 

post-31-0-26414800-1312293051.jpg

No, I don't believe it's very much like that at all. That is replacing bitmap graphic tiles with redrawn assets. I certainly prefer the originals in this case. Mode 7 HD is not adding new graphics in. It's not like an HD texture pack. I actually still have all of the Emu DX roms on my old PC.

 

 

For people who love Mode 7, this really is something very special. It's making me want to build a stand alone Bsnes box for SNES games. https://youtu.be/6VrzJ6Y1kjQ It's sort of like watching your favorite older movies on a nice HD or 4K display after only ever seeing it in 240p.

post-16255-0-33904200-1555679808_thumb.png

Edited by spoonman
Link to comment
Share on other sites

Have you guys noticed that, when you speak to the henchmen in Alex Kidd in Miracle Word, a strange high-pitch tone is present after the dialog text is printed?

That does not happen on my Master System, thats for sure. Did anybody else notice that?

Yep I get that. I kinda figured it was a quirk with the cart version as Ive only ever played the version built into my MS1 previously. Ill try the cart in my MS at some point and report back.

 

I was also surprised when he was eating a rice ball instead of a hamburger!

Link to comment
Share on other sites

Yep I get that. I kinda figured it was a quirk with the cart version as Ive only ever played the version built into my MS1 previously. Ill try the cart in my MS at some point and report back.

 

I was also surprised when he was eating a rice ball instead of a hamburger!

I opened an issue on the Alex Kidd audio problem here:

 

https://github.com/SmokeMonsterPacks/Mega-Sg-Jailbreak/issues/24

 

So, if you have the physical cartidge, please report the results of testing the cartidge on the MegaSG there if possible.

Link to comment
Share on other sites

 

 

NOTE: FBX adjusted his 5x/720p GG horizontal width by 1 pixel so now it is a perfect integer scale and horizontal interpolation can now be disabled for it.

From the latest pinned message on the Mega Sg channel in the Classic Gaming Discord:

 

Setting by FirebrandX except where noted

-- Genesis/MD 4x, square for 320

* set horizontal pos=23, vertical pos=51

320: 1360x960 disable HV

256: 1243x960 enable H, disable V

-- Genesis/MD 5x overscan, square for 320

* set horizontal pos=16, vertical pos=47

320: 1700x1200 disable HV

256: 1553x1200 enable H, disable V

-- Genesis/MD 720p, square for 320

* set horizontal pos=27, vertical pos=39

320: 1020x720 disable HV

256: 932x720 enable H, disable V

-- Genesis/MD fill screen, square for 320

* set horizontal pos=18, vertical pos=48

320: 1632x1152 enable HV

256: 1491x1152 enable HV

 

-- Genesis by MLIG integer scale overscan, square for 320

* set horizontal pos=24, set vertical pos=48

320: 1700x1200 disable HV

256: 1632x1200 disable HV

-- Genesis by MLIG 4:3 1080p

* set horizontal pos=22, set vertical pos=47

320: 1482x1150 enable HV

256: 1482x1150 enable HV

 

-- Genesis by DF Retro 4:3 1080p

* set horizontal pos=22, set vertical pos=50

320: 1520x1145 enable HV

256: 1520x1145 enable HV

 

-- SMS, ColecoVision 5x

* set horizontal pos=10, vertical pos=50

1462x1200 enable H, disable V

-- SMS, ColecoVision 720p

* set horizontal pos=25, vertical pos=44

877x720 enable H, disable V

SMS crop top=23, bottom=25

* below SMS exceptions use additional height:

http://www.smspower.org/Tags/Extra-Height

 

-- Game Gear 7x, square pixels

* set horizontal pos=0, vertical pos=38

1344x1008 enable H, disable V

-- Game Gear 5x/720p, square pixels

* set horizontal pos=6, vertical pos=34

960x720 disable HV

Thanks so much for sharing this!

 

Is there a post like this for the Nt Mini and Super Nt anywhere?

  • Like 1
Link to comment
Share on other sites

For people who love Mode 7, this really is something very special. It's making me want to build a stand alone Bsnes box for SNES games. https://youtu.be/6VrzJ6Y1kjQ It's sort of like watching your favorite older movies on a nice HD or 4K display after only ever seeing it in 240p.

Screenshot_20190419-091533.png

Basically the way mode 7 works is the ppu uses a scalar to rotate and scale flat 2d graphics onscreen.

 

The hardware resolution is fixed at 256x224 lines, so the ppu uses a nearest neighbor approach to determine which pixel to draw onscreen.

 

Software emulators render mode 7 graphics at higher resolution by using hardware video acceleration to emulate the scaled sprites rather than emulating the pou directly.

 

This is not possible on an fpga console because the ppu graphics are rendered as an exact replica of the original console in realtime, then integer scaling is used to match it to fpga resolution.

 

There is simply not enough resources available on the fpga to upscale the graphics beyond hardware pixels, and even if this could be done, it would break cycle accuracy and cause all sorts of bugs or artifacts in games.

 

N64 fpga emulators would potentially be in a similar boat. Even ultrahdmi cannot scale graphics beyond original hardware, and I would not expect a cycle accurate fpga implementation to do so either.

  • Like 1
Link to comment
Share on other sites

Thanks so much for sharing this!

Is there a post like this for the Nt Mini and Super Nt anywhere?

Super Nt preferred settings:

* set vertical position = 44

 

-- FirebrandX - pixel clock 4:3

1170x960 enable H, disable V

1462x1200 enable H, disable V

-- FirebrandX - "square pixels" for Super GameBoy (XY integer scaled)

1024x960 disable HV

1280x1200 disable HV

 

-- MLIG - integer scale

1280x960 disable HV

1536x1200 disable HV

-- MLIG - PVM AR

1365x1149 enable HV

 

-- fill 224p - pixel clock 4:3 w/o overscan

1406x1153 enable HV

 

-- 720p scanlines - pixel clock 4:3

878x720 enable H, disable V, hybrid scanlines, gamma 1.20

-- 720p scanlines for Super GameBoy

768x720 disable HV, normal scanlines, gamma 1.10

 

-- pixel clock 4:3

H = Vx(4/3)x(256/280)

-- "square pixels"

H = Vx(256/240)

  • Like 2
Link to comment
Share on other sites

Super Nt preferred settings:

* set vertical position = 44

 

-- FirebrandX - pixel clock 4:3

1170x960 enable H, disable V

1462x1200 enable H, disable V

-- FirebrandX - "square pixels" for Super GameBoy (XY integer scaled)

1024x960 disable HV

1280x1200 disable HV

 

-- MLIG - integer scale

1280x960 disable HV

1536x1200 disable HV

-- MLIG - PVM AR

1365x1149 enable HV

 

-- fill 224p - pixel clock 4:3 w/o overscan

1406x1153 enable HV

 

-- 720p scanlines - pixel clock 4:3

878x720 enable H, disable V, hybrid scanlines, gamma 1.20

-- 720p scanlines for Super GameBoy

768x720 disable HV, normal scanlines, gamma 1.10

 

-- pixel clock 4:3

H = Vx(4/3)x(256/280)

-- "square pixels"

H = Vx(256/240)

Awesome!!

Thanks so much!

Link to comment
Share on other sites

MEGA SG

 

Genesis Audio

 

Panning : -100/+100

 

=========================================

 

Cleanest Possible Sound:

 

 

Ladder Effect Depth = 0

 

YM2612 High Quality Audio Mode = checked

 

No LPF

 

YML = 100

YMR = 100

Square 1 = 32

Square 2 = 32

Square 3 = 32

Noise = 29

 

==========================================

 

Clear 2612 Audio:

 

 

Ladder Effect Depth = 3

 

YM2612 High Quality Audio Mode = unchecked

 

LPF turned off

 

YML = 100

YMR = 100

Square 1 = 32

Square 2 = 32

Square 3 = 32

Noise = 29

 

========================================

 

Clean 3438 Audio:

 

Ladder Effect Depth = 0

 

YM2612 High Quality Audio Mode = unchecked

 

No LPF

 

YML = 100

YMR = 100

Square 1 = 32

Square 2 = 32

Square 3 = 32

Noise = 29

 

=========================================

 

 

Pre VA7 Genesis Model 1:

 

These consoles sport a YM2612 for FM audio and require the ladder effect to sound right. At this

point, it is not currently possible to 100% accurately simulate the characteristics of the low-pass

filter in these revisions due to how the Mega SG low-pass filter currently behaves. So here's the closest

we can get under the current limitations of the Mega Sg's low-pass filter:

 

Ladder Effect Depth = 3

 

YM2612 High Quality Audio Mode = unchecked

 

 

LPF settings:

 

Cutoff Frequency = 3400

 

Rolloff Rate = 15

 

Check all filtering boxes

 

 

Channel Volume Settings:

 

YML = 100

YMR = 100

Square 1 = 32

Square 2 = 32

Square 3 = 32

Noise = 29

 

=======================================

 

M1 Va7 & M2:

 

With the exception of two revisions of the Genesis model 2, all Genesis revisions since the VA7

Genesis model 1 replace the YM2612 with a YM3438, which lacks the ladder effect. The low-pass

filter has been modified as well to add an extra filter stage to the FM output. It cannot be 100%

accurately replicated, but we can do a rough approximation using the Mega SG’s current low-pass filter.

This approximation is based on the filter setup found on the VA3 Genesis model 2.

 

 

Ladder Effect Depth = 0

 

YM2612 High Quality Audio Mode = unchecked

 

 

LPF Settings: Same as pre VA7 Model 1 consoles.

 

LPF Settings for M2 VA3: uncheck everything except the YM channels

 

 

Channel Volume Settings: Same as pre VA7 M1 consoles.

 

Channel Volume Settings for M2 VA3: 100, 100, 20, 20, 20, 17

 

 

========================================

 

CDX

 

While the CDX is based around the same base components as early Genesis model 2s, its low-pass

filter is not as strong, resulting in a slightly less muffled sound and its PSG/FM mix has quieter PSG

than other revisions. Here's how we can approximate this:

 

Ladder Effect Depth = 0

 

YM2612 High Quality Audio Mode = unchecked

 

 

 

LPF Settings: 5400, 26, only YML and YMR checked.

 

 

Channel Volume Settings: 100, 100, 18, 18, 18, 16

 

========================================

 

X'Eye

 

Like the CDX, its base hardware is the same as early Genesis Model 2s, though its low-pass filter is

harsher and more muffled, and its PSG/FM mix has PSG mixed in noticeably louder than other

revisions. So we have to approximate this as follows:

 

Ladder Effect Depth = 0

 

YM2612 High Quality Audio Mode = unchecked

 

 

LPF Settings: 3800, 24, only YML and YMR checked.

 

 

Channel Volume Settings: 100, 100, 25, 25, 25, 23

 

========================================

 

 

Master System Audio:

 

Channel Levels:

 

Square 1 = 45

Square 2 = 45

Square 3 = 45

Noise = 42

YM2413 L = 53

YM2413 R = 53

 

NO LPF

 

========================================

 

Game Gear Audio:

 

Adjust Panning to max out -100/+100 for all channels

 

Channel levels

 

SQR1 L = 45

SQR1 R = 45

SQR2 L = 45

SQR2 R = 45

SQR3 L = 45

SQR3 R = 45

Noise L = 42

Noise R = 42

 

No LPF

 

=========================================

 

Colecovision Audio:

 

By default, Colecovision games have some panning applied to the channels.

 

Start by setting all channel panning to 0.

 

Channel levels:

 

Square 1 = 45

Square 2 = 45

Square 3 = 45

Noise = 42

SGM 1 = 45

SGM 2 = 45

SGM 3 = 45

 

No LPF

  • Like 2
Link to comment
Share on other sites

Super Nt preferred settings:

* set vertical position = 44

 

-- FirebrandX - pixel clock 4:3

1170x960 enable H, disable V

1462x1200 enable H, disable V

-- FirebrandX - "square pixels" for Super GameBoy (XY integer scaled)

1024x960 disable HV

1280x1200 disable HV

 

-- MLIG - integer scale

1280x960 disable HV

1536x1200 disable HV

-- MLIG - PVM AR

1365x1149 enable HV

 

-- fill 224p - pixel clock 4:3 w/o overscan

1406x1153 enable HV

 

-- 720p scanlines - pixel clock 4:3

878x720 enable H, disable V, hybrid scanlines, gamma 1.20

-- 720p scanlines for Super GameBoy

768x720 disable HV, normal scanlines, gamma 1.10

 

-- pixel clock 4:3

H = Vx(4/3)x(256/280)

-- "square pixels"

H = Vx(256/240)

 

 

It's a darn shame the AVS doesn't have this kind of tweak-ability. I'd love to get full-screen video on that thing but the height is fixed. :-/

Link to comment
Share on other sites

FBX Pre VA7 Genesis Model 1 audio settings really made quite a difference. It sounds VERY close to my actual Model 1.

 

I really don't agree with his insistence of stretching 320 games so that artwork matches the intentions of the artists* (i.e. round planets in Thunderforce III etc). If you plug a MD/GEN into a CRT, the planets are definitely not round in TF3, and that's just the way it is.

 

I understand his point on aspect ratio based on clock rate, square pixels vs rectangular pixles etc etc etc... but in the end, the only thing that makes sense to me is trying to get the same aspect ratio as a MD/GEN plugged into a CRT. I found that setting both 320 and 256 res to 933H 720V provides an AR very close to CRT, so that's what I've gone with.

 

*Especially since he has been against using the native 8:7 ratio of the SNES/SFC resolution—even if assets in some games were likely drawn with that ratio in mind (i.e. bubbles in Yoshi's Island, ball form in Super Metroid)—and prefers the 4:3 CRT aspect ratio.

Edited by newtmonkey
  • Like 2
Link to comment
Share on other sites

FBX Pre VA7 Genesis Model 1 audio settings really made quite a difference. It sounds VERY close to my actual Model 1.

 

I really don't agree with his insistence of stretching 320 games so that artwork matches the intentions of the artists* (i.e. round planets in Thunderforce III etc). If you plug a MD/GEN into a CRT, the planets are definitely not round in TF3, and that's just the way it is.

 

I understand his point on aspect ratio based on clock rate, square pixels vs rectangular pixles etc etc etc... but in the end, the only thing that makes sense to me is trying to get the same aspect ratio as a MD/GEN plugged into a CRT. I found that setting both 320 and 256 res to 933H 720V provides an AR very close to CRT, so that's what I've gone with.

 

*Especially since he has been against using the native 8:7 ratio of the SNES/SFC resolution—even if assets in some games were likely drawn with that ratio in mind (i.e. bubbles in Yoshi's Island, ball form in Super Metroid)—and prefers the 4:3 CRT aspect ratio.

 

I mean, we're talking about a guy who pronounced height as "heighth" through most, if not all, of his SuperNt settings video. I still really appreciate the work he does but at the end of the day no one is perfect and everyone has their biases. You do you man!

Edited by Drunk_Caterpillar
  • Like 1
Link to comment
Share on other sites

I am also a 4:3-all-the-way kinda guy, but I let the Mega Sg and Super Nt figure it out for me. I had long ago discovered that 1152 was perfect to fill the screen if you get the vertical position right, but I just let the systems set the width after I get the right height. It's close enough that I can't tell the difference. I'm definitely not an 8:7, even in games that were clearly created for it.

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...