16:9 Viewing Causing Image Stretching
Moderator: ZSNES Mods
Re: 16:9 Viewing Causing Image Stretching
I never thought that most of the zsnes users are happy with a distortioned 4:3 picture... sorry about that
for me its more than obvious that I want to play with an original 8:7 ratio but "fullscreen"
" Don't act like everyone's at fault when you didn't explain the problem the first time."
we want the 1024*896 (good old 8:7 res 4x hq filter) stretch to 1234*1080
but zsnes fucks up the longer side to 14xx (I dont remember)
for me its more than obvious that I want to play with an original 8:7 ratio but "fullscreen"
" Don't act like everyone's at fault when you didn't explain the problem the first time."
we want the 1024*896 (good old 8:7 res 4x hq filter) stretch to 1234*1080
but zsnes fucks up the longer side to 14xx (I dont remember)
Re: 16:9 Viewing Causing Image Stretching
the original display was 4:3. did you ever actually play on a real SNES connected to a CRT TV?jantyego wrote:I never thought that most of the zsnes users are happy with a distortioned 4:3 picture... sorry about that
for me its more then obvious that I want to play with an original 8:7 ratio but "fullscreen"
Why yes, my shift key *IS* broken.
Re: 16:9 Viewing Causing Image Stretching
There's no reason to use 8:7 mode, that's why it's not an option in your case. It's a throwback to old PCs where 4:3 scaling would've been too much of a performance hit. 4:3 mode is how the games were played originally (rectangular/ovoid pixels) so don't expect that to be supported.
Also, obvious troll.
Also, obvious troll.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
Re: 16:9 Viewing Causing Image Stretching
yes, but who cares what was 20 years ago?
back then we didnt give a shit about ratio
but now its annoying.. good for you, if its not
back then we didnt give a shit about ratio
but now its annoying.. good for you, if its not
Re: 16:9 Viewing Causing Image Stretching
Are you trolling? Just say so if you are.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
Re: 16:9 Viewing Causing Image Stretching
There's no reason to use 8:7 mode
"no reason" to keep SNES's ORIGINAL ratio? just cause 20 years ago the 4:3 fucked up the picture?
lol
"no reason" to keep SNES's ORIGINAL ratio? just cause 20 years ago the 4:3 fucked up the picture?
lol
Re: 16:9 Viewing Causing Image Stretching
so this is the "final explanation"
"you cant keep the original 8:7 ratio for 1080 BECAUSE 20 years ago..."
nice and clever, I finished here
it was funny
"you cant keep the original 8:7 ratio for 1080 BECAUSE 20 years ago..."
nice and clever, I finished here
it was funny
Re: 16:9 Viewing Causing Image Stretching
The monitors used to develop the games on were 4:3, and the target displays were 4:3 TVs, so while the internal resolution was 8:7, it was made to be displayed at 4:3.

Compare the moon in the background in this scene from Chrono Trigger.
And I know this guy is obviously trolling. It's probably lordmissus or something, but for the sake of somebody else with the same misunderstanding, they can maybe find this in a search.

Compare the moon in the background in this scene from Chrono Trigger.
And I know this guy is obviously trolling. It's probably lordmissus or something, but for the sake of somebody else with the same misunderstanding, they can maybe find this in a search.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
Re: 16:9 Viewing Causing Image Stretching

the great thing is that YOUR favourite game is just fine
other games, other people... who cares?
Re: 16:9 Viewing Causing Image Stretching

this would be the shit, huh?
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Re: 16:9 Viewing Causing Image Stretching
I do believe you spent a lot more time whining instead of fixing it.jantyego wrote:I do believe its about 10 minutes to fix
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Re: 16:9 Viewing Causing Image Stretching
Replying to a locked thread to add something. That distortion you see? That is because the Windows version uses DirectDraw, which is not bilinear filtered in most modern systems. If you want a picture which is not distorted, you need to use 512x448 DR windowed, or 640x480 DR full screen.
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Re: 16:9 Viewing Causing Image Stretching
I love how the guy PMed me... I'm sure I'll get flamed as a response.
DR is rather limited, because it is scaled at whole number multiples (so you are almost guaranteed a black void). It is already available in ZSNES for custom resolutions (to a limited extent IIRC).
I don't understand why you can't just uncheck "Use 4:3 ratio" in conjunction with a stretching mode. I'm pretty sure you would generally get what you would want. You would be limited to a Windowed mode, but at least it would work.
DR is rather limited, because it is scaled at whole number multiples (so you are almost guaranteed a black void). It is already available in ZSNES for custom resolutions (to a limited extent IIRC).
I don't understand why you can't just uncheck "Use 4:3 ratio" in conjunction with a stretching mode. I'm pretty sure you would generally get what you would want. You would be limited to a Windowed mode, but at least it would work.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Re: 16:9 Viewing Causing Image Stretching
The thing is, any stretching not performed by ZSNES itself in software is going to look ugly as hell in Windows. That is why I suggested using 640x480 DR full screen.
ZSNES really needs to replace DirectDraw with Direct3D, so any hardware stretching can optionally be bilinear filtered. So it doesn't look like crap.
ZSNES really needs to replace DirectDraw with Direct3D, so any hardware stretching can optionally be bilinear filtered. So it doesn't look like crap.
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- Locksmith of Hyrule
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Re: 16:9 Viewing Causing Image Stretching
I wouldn't worry about a thing, the idiot PMed me as well, but then deleted the message before I got to it...Deathlike2 wrote:I love how the guy PMed me... I'm sure I'll get flamed as a response.
wuss.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Re: 16:9 Viewing Causing Image Stretching
What kind of shitty forum lets you edit or delete PMs you've already sent?
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- Locksmith of Hyrule
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Re: 16:9 Viewing Causing Image Stretching
As far as I know only phpBB lets you do that..
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Re: 16:9 Viewing Causing Image Stretching
Yeah. The only other board I have used, which I have familiarity of the internal workings of, is IP.Board. That particular script creates multiple copies of every PM sent. One for the outbox of the sender, and one for each of the recipients. At least, that's how version 2 does it.
Version 3 probably does it in a smarter way. If not, it should. Namely, storing the message subject and body separately from the owner attributes, and storing a reference to that in the table of who owns the message. Ownership table would contain the unique ID for that table, the ID of who owns that copy of the message, the ID of the location of the message (outbox/inbox/storage), and the ID of the message itself. Deleting or moving the message would manipulate the entry in the association table. The message body table entries would contain a reference count of how many associations reference that particular post. Any time an association is created or deleted, the reference count would be adjusted. When the reference count reaches zero, the message body is also purged.
Sounds complicated. I love to make complicated things like that.
Version 3 probably does it in a smarter way. If not, it should. Namely, storing the message subject and body separately from the owner attributes, and storing a reference to that in the table of who owns the message. Ownership table would contain the unique ID for that table, the ID of who owns that copy of the message, the ID of the location of the message (outbox/inbox/storage), and the ID of the message itself. Deleting or moving the message would manipulate the entry in the association table. The message body table entries would contain a reference count of how many associations reference that particular post. Any time an association is created or deleted, the reference count would be adjusted. When the reference count reaches zero, the message body is also purged.
Sounds complicated. I love to make complicated things like that.
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Re: 16:9 Viewing Causing Image Stretching
I would like to report a bug, where the poster did not read my response to his question, which would have given him his desired result.
Just in case he is still blind: http://board.zsnes.com/phpBB3/viewtopic ... 84#p215984
Hint: Custom res in a DS Windowed mode with Use 4:3 Ratio unchecked.
Just in case he is still blind: http://board.zsnes.com/phpBB3/viewtopic ... 84#p215984
Hint: Custom res in a DS Windowed mode with Use 4:3 Ratio unchecked.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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- Locksmith of Hyrule
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Re: 16:9 Viewing Causing Image Stretching
Oh yeah, the wuss sent me another PM and then it was deleted. 

<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
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Re: 16:9 Viewing Causing Image Stretching
Stupid is as stupid does. I explained to him at length how he can get what he wants, but he clearly doesn't want to try it and frankly I don't care anymore.
He'll be the next Franky-in-line.
He'll be the next Franky-in-line.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...