![]() ![]() However in RA the PAR with Nestopia set to 4:3 is closer to 1.25. ![]() The PAR (not video aspect) in Nestopia (standalone) is 1.125 when set to 4:3 mode. Is 4:3 mode just not working right in 1.0.0.2 in Nestopia? Sprites look kind of fat and squished, but I suppose that could just be the way they’re supposed to look. Of course, different developers probably used different sized planning sheets, so … Looks like 1.28 is the most correct though. Variance is due to rounding at different sizes. I blew up the planning sheet and measured the area meant to represent the screen and got the following measurements, in inches. Looking at the planning sheets used by NES developers, the correct ratio seems to be around 1.28, or around 9:7. So what I’m trying to do now is determine the ratio that developers used. Well I guess there is no correct answer to what the games were supposed to look like on a TV - TVs varied too much on individual calibration and were almost never exactly 4:3. I thought things like Megaman’s sprite looked a bit too fat in Nestopia at 4:3 before the horizontal overscan fix, but didn’t really know if it was just me or not. I think 4:3 makes sense when you’re using a CRT shader also, but it’s all subjective. I can understand using 8:7 for games that have geometry designed for it, but figuring that out per game gives me a headache so I just use 4:3 for everything :P. I’m just used to it by this point everything looks too skinny at 8:7 to me now. Personally, I use 4:3 (1.33) for a TV aspect with Crop Overscan on. After the fix, you see the S without having to disable Crop Overscan. But turning that off would show the background layer under the boat at the bottom of the screen in Shadow of the Ninja’s first stage. Before the fix, the S in Score would be cut off in Castlevania unless you turned off Crop Overscan. Of course it would be better to just use TV-out and hook up the PC to a CRT TV to get the closest to authentic visuals, but both TV-out and CRT are pretty much dead tech as of a few years ago.There was a fairly recent horizontal overscan fix for Nestopia that’s in Lordashram’s latest test build that helps with the aspect ratio. Looks very good even on my desktop's 21 inch (or 22 inch? I forgot) widescreen LCD monitor. I found it to be the optimal solution, close enough to what you would see on an actual TV if you had an actual SNES hooked up, while still being upscaled and not pixelated as fuck on an LCD monitor with resolution far superior to that which the SNES did output. It also IMO more or less matches the NTSC filter without the "fuzzyness" or "noise" of a TV screen that makes text unreadable and causing eye-strain (at least for me). bsnes-hd has more hacks that give true HD in mode 7 SNES games and widescreen in other games.īiggest advantage of using 25% scanlines and interpolation over HQ, super eagle or other filters when upscaling is that text and other shapes are accurate without looking too low res. The difference is that official bsnes only has slight visual improvements but with mostly perfect compatibility. ![]() Some of the features of this fork are or will be included in official bsnes. Some non-HD related features – Like the ability to disable background layers, sprites and window effects for screenshots for wallpapers or soft crop to zoom in, leaving maps or static art off the sides of the screen. Works for most Mode 7 scenes, but also for some other scenes/games, after some setting tweaking. Widescreen – Extending the scenes to the left and right, without distorting them. It is a higher resolution version of the process the SNES uses. ![]() This does not involve new custom imagery or upscaling algorithms. HD Mode 7 – Rendering the rotated, scaled or pseudo perspective backgrounds at higher resolutions. Bsnes-hd is a newer fork of bsnes, released in 2019 by DerKoun, that adds HD video features, such as: ![]()
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