Zboj Lamignat
Arcane
- Joined
- Feb 15, 2012
- Messages
- 5,546
Very inconspicuous.
Very inconspicuous.
Fun part about the graphic novel is that Woden and Horne are played by Sam Lake's parents
Haha holy shit what
Fun part about the graphic novel is that Woden and Horne are played by Sam Lake's parents
Haha holy shit what
^
Wrong aspect ratio, newb.
(source)However, 320×240 was the best known and most frequently used, as it offered a standard 40-column resolution and 4:3 aspect ratio with square pixels. "320×240×8" resolution was commonly called Mode X, the name used by Michael Abrash when he presented the resolution in Dr. Dobb's Journal.
It's all great and everything, but I still prefer my "plain wrong and squashed" output (320x200 resized 2x):
I've also checked the '98 Win9x version, and for some reason, characters look exactly as "plain wrong and squashed" as in my screenshots (black bars at top and bottom - IMO to keep proper AR, instead of being stretched vertically, like in your screenshot):
Probably one of many things this version does wrong, 'mrite?
On the other hand, you definitely shouldn't use aspect ratio correction on 256x240 console games. Unless you should.
Progressive: 256×224 (8:7), 512×224 (16:7), 256×239 (256:239), 512×239 (512:239)
Interlaced: 512×448 (8:7), 512×478 (256:239)
I think it would end up as 4:3 on an actual television, but most games I've played completely ignore this. So all those chibi JRPG characters are shorter and fatter than they should be. Some games were properly made for 4:3, but it depends. Not sure about other resolutions. Personally, I just play things in the original resolution on a CRT and adjust the geometry for each game.On the other hand, you definitely shouldn't use aspect ratio correction on 256x240 console games. Unless you should.
I don't know much about old consoles, having never owned or played with one. Are you referring to the resolution of the NES? If so, all these older consoles were meant to be hooked up to standard 4:3 DAR (1.333:1) TV sets. But 256/240 = 1.0666(6), which means you were meant to display the image with square pixel aspect ratio on the TV, letterboxed?
Or did the image fully fill the screen so it was overscanned? Meaning the effective visible are was somewhat smaller than 256x240?
The SNES had a bunch of different resolutions with 3 different aspect ratios, were these all overscanned as well? And I guess vertically-doubled resolutions like 512x224 had 1:2 PAR pixel-rectangles.
Progressive: 256×224 (8:7), 512×224 (16:7), 256×239 (256:239), 512×239 (512:239)
Interlaced: 512×448 (8:7), 512×478 (256:239)
Most TVs didn't have image stretch controls, that kind of adjustment had to be done by a TV technician, so I'm quite sure you were stuck with whatever pixel aspect ratio the console's composite output used.
Just curious of this stuff!