It's similar to the NeoGeo problem I've mentioned elsewhere. It does not really affect gameplay, and arcade on MiSTer is not my main focus, but nevertheless it'd be nice to know if it's possible to correct this somehow. There definitely is too much overscan on left/right. I'd be fine with a border to maintain vertical integer scaling on 224p games but its kind of odd how the border is significantly fatter on the sides than the top/bottom!įunny, I was looking at the exactly the same issue today playing D&D (on a 15khz CRT with no scaling). If anything I'd expect them to be squashed fatter by taking the full 240(244?) lines into account to 4:3! Where is my math failing that it is desirable for "normal" scaling of the viewable area to actually be narrower than 4:3? Is this only an issue with 4:3 output resolutions for some reason?Īnd yes I know I can squish and stretch a VGA monitor to correct this, but that isn't an option on LCD monitors, and it would be nice not to have to manually adjust my monitor for playing saying Gauntlet II that uses the entire screen versus CPS2 games. Yet it seems like "normal" scaling on square pixel displays is rendering them *thinner* than 4:3. When most people calibrate their CRTs with the 240p suite on 224p viewable systems, they are likely to push the corners so that the viewable area is roughly 4:3. If this is correct behavior then I don't understand why it is or what is going on. width is supposed to match original aspect ratio.) So this seems like some sort of design choice for scaling Mister cores in general. I've had the exact same experience with the Genesis core when using "normal" scaling (i.e. Only by changing the aspect ratio to "full/wide" do I get my screen filled on the left/right axis, and in order to keep that 4:3 I need to have vscale disabled so the top/bottom can be filled. If I disable vscale so that top and bottom are filled, there is still a border on the left and right, meaning the visible area is narrower than 4:3. However the borders on the left and right appear larger than the top and bottom. I think this is expected because the visible area is only 224p. However if I fire up CPS2 (example: Dungeons & Dragons), not all of the visible area is used in vertical integer scaling. So this core should be perfectly 4:3 as far as I can tell. On the gauntlet 2 arcade the entire visible area is filled edge-to-edge, perfectly scaled by 5x using integer scaling. I used the menu core to determine the edges of this screen and got it lined up within the visible area, so the pixels should be roughly square and observations here should apply equally to 4:3 LCDs (especially 1200p ones). So recently I started playing with the scaler on a 4:3 display, in this case an SVGA monitor running at 1600x1200.
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