It looks like Retroarch is doing this, which is why it looks wrong. If you crop the overscan and then stretch the remaining visible portion to fill a 4:3 area, this results in horizontal stretching and an incorrect image. The NES displays a 4:3 image with the overscan visible. photobucket crops the pictures in a dumb way, but you can still see the full image by clicking on it.ĮDIT: I got so fed up with this that I hooked up my real NES to the same TV and took this picture with my phone:Īs you can see, the ratio matches that seen in Nestopia standalone. 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. The program is fairly accurate in terms of its renders and recreations, and it’s far easier to. I blew up the planning sheet and measured the area meant to represent the screen and got the following measurements, in inches. Nestopia UE is an open-source emulator written C++ that supports NES and Famicom Disk System games. Looking at the planning sheets used by NES developers, the correct ratio seems to be around 1.28, or around 9:7. Nestopia UE Brought to you by: nestopiaue 11 Reviews Downloads: 683 This Week Last Update: Download Summary Files Reviews Support Code User Ratings 4. 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. I did the following in an AHK script: So every time you press my player 1 button 1 (which is the keyboard letter 'c') it was supposed to send a left click at the mouses current position. Before the fix, the S in Score would be cut off in Castlevania unless you turned off Crop Overscan. I was trying to get creative with an AHK script, but that doesn't appear to work either. There was a fairly recent horizontal overscan fix for Nestopia that’s in Lordashram’s latest test build that helps with the aspect ratio.
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