I suggest, at least for the Linux version, supplying a 512x448 fullscreen OpenGL mode.
I wanted to try 256x224 full screen, 60 hz. No modeline for that works on my machine, so I have to use 512x448. However, if I use 512x448 without OpenGL, drawing all those pixels slows the emulator and I only get 40 fps. 512x448 with OpenGL (manually added to the source by me) works fine.
If anyone wants my modeline:
Modeline "512x448@60" 36.17 512 544 608 640 448 457 462 471 doublescan
(By the way, what aspect ratio is closer to a real SNES? 256x224 fullscreen with non-square pixels, or 256x224 with square pixels and placed inside a 320x240 screen or a window? My SNES is long gone and I have no way to compare.)
512x448 full mode
Moderator: ZSNES Mods
In fact...
I looked at a couple of ROMs and tried to find circular images and I'm not so sure about that. I've seen quite a few images that were circles in a window with square pixels, but not circles when the screen was stretched to a 4:3 mode.
So I'll modify my request. I'd like to see a 512x448 OGL full screen mode available, but I'd also like to see these modes:
256x224 centered inside a 320x240 screen, with no stretching (sort of like what 256x224 full does now, but apparently wasn't supposed to)
512x448 centered inside a 640x480 screen, with no stretching (ditto)
512x448 centered inside a 640x480 screen, OpenGL, with no stretching but with OpenGL used to scale the picture from 256x224 to 512x448
So I'll modify my request. I'd like to see a 512x448 OGL full screen mode available, but I'd also like to see these modes:
256x224 centered inside a 320x240 screen, with no stretching (sort of like what 256x224 full does now, but apparently wasn't supposed to)
512x448 centered inside a 640x480 screen, with no stretching (ditto)
512x448 centered inside a 640x480 screen, OpenGL, with no stretching but with OpenGL used to scale the picture from 256x224 to 512x448
The snes doesn't have square pixels.
Because of Bresenham's circle algorithm and because artists are sometimes lazy or misinformed, don't assume that a circle will always look perfect.
The best way to know for sure is to look at the game running on the actual real system.
Yes, the top and bottom overscan height is not the same size as the left and right overscan width. But still a stretch to 4:3 is a way closer approximation than the square pixels.
I can also pick a couple of ROMs where round objects look better when stretched to 4:3
Because of Bresenham's circle algorithm and because artists are sometimes lazy or misinformed, don't assume that a circle will always look perfect.
The best way to know for sure is to look at the game running on the actual real system.
Yes, the top and bottom overscan height is not the same size as the left and right overscan width. But still a stretch to 4:3 is a way closer approximation than the square pixels.
I can also pick a couple of ROMs where round objects look better when stretched to 4:3