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fullscreen question:
Posted: Sun Nov 08, 2009 1:39 pm
by FirebrandX
Is there a way VBA-M can be directed to display the graphics in direct scale multiples while in fullscreen? I'm not particularly happy with the current system of the graphics always being scaled to fill the screen vertically. I'd rather have some slight letterboxing with a 6x direct scale display in fullscreen to keep all pixels perfectly square.
fullscreen question:
Posted: Mon Nov 09, 2009 10:30 am
by Squall Leonhart
all pixels remain perfectly square, as long as ignore aspect is unticked.
fullscreen question:
Posted: Mon Nov 09, 2009 9:02 pm
by FirebrandX
That's not correct. Unchecking "Ignore aspect" ensures the overall aspect is similar to the aspect of the handheld screen, however, the pixels are not all perfectly square because of the vertical scaling I explained in my original post. I run the game in 1680x1050 fullscreen. The image is scaled to fill it vertically, causing the magnification to be fractionally larger than 6x. So what happens is some pixels end up being "taller" than others to fill the screen this way. To test my point, all you need to do is take a screenshot while in fullscreen and then zoom into the screenshot using a paint program. You'll see the pixels are randomly deformed because of the vertical stretching being done by the emulator.
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So once again, what I'm asking for is a DIRECT-SCALE multiple for fullscreen. Not "ignore aspect" unchecked as that has nothing to do with the vertical stretching. All that does is correct horizontal stretching. In order for the pixels to be perfectly square, you have to have both horizontal AND vertical unstretched.
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Edit: To prove my point, I've made two zoomed examples to demonstrate the vertical stretching problem in fullscreen. This first example is from 6x windowed mode, where the pixels are properly square:
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In the next example, VBA-M is now running in 1680x1050 fullscreen (ignore aspect is of course unchecked). Notice the pixels are randomly warped to account for the vertical stretching going beyond a direct scale multiple:
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fullscreen question:
Posted: Tue Nov 10, 2009 1:55 am
by mudlord
Sorry for not noticing this now glaring issue due to me having quite poor eyesight. Spacy might be able to organize something for the D3D end of things since he knows Direct3D usage more than I.
fullscreen question:
Posted: Tue Nov 10, 2009 1:11 pm
by spacy51
I'm not perfectly sure what your aim is, but does using Options->Video->Maximum magnification (test values form 1 to 6) work for you?
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This restricts the maximum scaling factor to a non-floating-point value, resulting in black borders at the side and top/bottom, but pixels will be matched 1:1 (2:1 3:1 4:1 ...) to your screen (unless you use a display with non-square pixels).
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If this is what you meant, adding an option to automatically use the largest possible non-fp-scale-factor might do the trick.
fullscreen question:
Posted: Thu Nov 12, 2009 1:57 pm
by Squall Leonhart
hmmm... it seems any number over 2 stretches to full height :\
fullscreen question:
Posted: Sat Nov 14, 2009 5:40 am
by spacy51
Yes, the image will never be bigger than your screen, that's on purpose.