Taller resolution support for Linux port?
Moderator: ZSNES Mods
Taller resolution support for Linux port?
Is there a way -- or if not, can we MAKE there a way -- to allow the window to stretch for games that use the 256x240 resolution? The only game I play regularly that uses it is Dragon Quest 5, but I know there are others. The top and bottom of the screen get lopped off no matter what resolution I choose, and I had to check the Windows ZSNES to make sure that it was a port-specific problem.
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
You mean the SDL port doesn't switch to PAL resolution ?
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Actually, 256x240 is NTSC, if all the pixels are doubled. (If you used enhanced resolution you'd get the standard 480 lines for NTSC.) PAL has 576 visible lines. </wikipedia>
But yeah, it's not working.
Screen captures give you the whole image, but the window itself while playing the game does not change.
But yeah, it's not working.

Screen captures give you the whole image, but the window itself while playing the game does not change.
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
That's a load of ignorance.kerohazel wrote:</wikipedia>
The NTSC SNES outputs a picture of 256x224 (the first line being always empty) in lowres mode. All pixels are *not* doubled, that's when analog comes in and helps the scaling - also causing overscan.
The PAL SNES outputs a picture of 256x239 (same empty line thing) and fills in a PAL tv with the same magic analog stuff.
Anyway, I can see the trouble with DQ5, but fyi it's not an increase in resolution at all - the GL code is just ass and slides the whole image down several lines in this game. You can check yourself by not using an 'O' mode.
Main issue being that the GL code is similar to radioactive waste in several ways (ugly, dies hard and can't touch it without losing limbs and/or brain parts), and no one in the current dev team can do anything to fix it... hell, I have the knowledge on how to handle nuke waste (honest), but not this.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
No, not at all. It has to do with the stupidity of whoever wrote the GL code with such a wierd method.kerohazel wrote:Would the unmanageability of the OGL code have to do with ZSNES's assembly base? Cause that's really too bad...
Read that to get nice and shiny mind-scars. Especially with the 2-part vertically split 512x224 buffer.
You know much more than a lot of people who come here and complain.I know that even trivial problems can have agonizing solutions when the code is sufficiently yucky.
Thank you for that.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Lurker
- Posts: 110
- Joined: Sat Sep 04, 2004 7:55 pm
- Location: USA