Hello,
i made a few example pictures at the bottom to show what I mean.
The most emulators render their images whithin the range of the native resolution of the emulated system.
But if you use this method on a device that has a bigger resolution than the emualted system (for example the screen of the Pandora)
then won't lose quality on the one hand, but on the other hand you do not USE the whole screen.
Here a Picture in the native resolution in snes9x
LoZ-320x240.png
It would look like this on a actual Pandora screen...
LoZ-800x480-noscale.png
Some people like to (or hate to) scale the image up to the resolution of the target system. In this case more of the screen is used but because the
aspect ratio of the target screen is another one than the emulated one, there is still unused screen space!!
LoZ-800x480-scaledup__64c.png
Now hear comes an idea that was not implemented in any emulator I know of but I think it is worth to mention it.
It is just useful for games that use some kind of scrolling or movement in screen ranges. (shooters, RPGs, Jump'n Runs, Fighting Games, ...)
An better solution in my opinion would be something like this:
use the as much of screen without loosing screen space.
LoZ-800x480.png
Another example of this method with a the Emerald Hill Zone stage of Sonic the Hedgehog 1, for Picodrive
Sonic1_800x480.png
I assume that this method of displaing the game images is very possible in different emulators, on a per system/per game basis
because of the following reasons.
1. If it is a sprite based 2d game, all needed information (graphics sprites, level design, algorithms to generate the world etc.)
are already stored inside the rom, and are loaded into the RAM of the emulated system.
They would be just used in another way then it was intended, since it is an software implementation of the emulated game, you can change
every aspect (for example changing VALUES inside the RAM that store position information etc.)
2. On a 3d geometry based game (for example playstation games) all required information is already there, it would have to be rendered with
a larger visible range of the virtual 'camera' of the game (for example a widescreen version of 'Zelda Ocarina of Time' exists if I am not mistaken).
In my opinion it is not an argument to say that it is much effort for only a limited quanttity of games, because there were and currently are already
hacks of emulators or even the game roms itself to make them playable/better playable on various systems.
(Final Fantasy VIII hack of ePsx, and Snes9x hack of 'Star Ocean' graphics pack comes to mind...and the already mentioned widescreen hack of Ocarina of Time.)
possible implementations of this in emulators like:
Snes9x
PicoDrive
gngeo (As far as I understand the NeoGeo uses strips instead of sprites, so it should be possible to show more strips than it was intended...)
VisualBoyAdvance
FCUltra (the NES emulator used sprites)
Psx4Pandora>
>-->3d rendered with a larger range of visibility of the camera.
Mupen64Plus>
To see how it would look like on my Pandora I made these graphics and watched them on the Pandora, it loosks better in my opinion.
I also rendered a Video with Blender to look like it would be animated, thats where the Emerald Hill Zone screenshot is from.
I want to collect some thoughts of users of emulaters, and maybe even some words of people that are more in emulation than I am.
Words from developers of emulators would be also helpful, because I think that this method would have to be implemented in other ways on a
per game and per system basis.
Am I the only one who is thinking about this?? Because I did not found much in other forums or with goolge regarding this topic.
If You know any resource regarding this topic I would be happy I You could post it here.
Thank You for Your attention.
i made a few example pictures at the bottom to show what I mean.
The most emulators render their images whithin the range of the native resolution of the emulated system.
But if you use this method on a device that has a bigger resolution than the emualted system (for example the screen of the Pandora)
then won't lose quality on the one hand, but on the other hand you do not USE the whole screen.
Here a Picture in the native resolution in snes9x
LoZ-320x240.png
It would look like this on a actual Pandora screen...
LoZ-800x480-noscale.png
Some people like to (or hate to) scale the image up to the resolution of the target system. In this case more of the screen is used but because the
aspect ratio of the target screen is another one than the emulated one, there is still unused screen space!!
LoZ-800x480-scaledup__64c.png
Now hear comes an idea that was not implemented in any emulator I know of but I think it is worth to mention it.
It is just useful for games that use some kind of scrolling or movement in screen ranges. (shooters, RPGs, Jump'n Runs, Fighting Games, ...)
An better solution in my opinion would be something like this:
use the as much of screen without loosing screen space.
LoZ-800x480.png
Another example of this method with a the Emerald Hill Zone stage of Sonic the Hedgehog 1, for Picodrive
Sonic1_800x480.png
I assume that this method of displaing the game images is very possible in different emulators, on a per system/per game basis
because of the following reasons.
1. If it is a sprite based 2d game, all needed information (graphics sprites, level design, algorithms to generate the world etc.)
are already stored inside the rom, and are loaded into the RAM of the emulated system.
They would be just used in another way then it was intended, since it is an software implementation of the emulated game, you can change
every aspect (for example changing VALUES inside the RAM that store position information etc.)
2. On a 3d geometry based game (for example playstation games) all required information is already there, it would have to be rendered with
a larger visible range of the virtual 'camera' of the game (for example a widescreen version of 'Zelda Ocarina of Time' exists if I am not mistaken).
In my opinion it is not an argument to say that it is much effort for only a limited quanttity of games, because there were and currently are already
hacks of emulators or even the game roms itself to make them playable/better playable on various systems.
(Final Fantasy VIII hack of ePsx, and Snes9x hack of 'Star Ocean' graphics pack comes to mind...and the already mentioned widescreen hack of Ocarina of Time.)
possible implementations of this in emulators like:
Snes9x
PicoDrive
gngeo (As far as I understand the NeoGeo uses strips instead of sprites, so it should be possible to show more strips than it was intended...)
VisualBoyAdvance
FCUltra (the NES emulator used sprites)
Psx4Pandora>
>-->3d rendered with a larger range of visibility of the camera.
Mupen64Plus>
To see how it would look like on my Pandora I made these graphics and watched them on the Pandora, it loosks better in my opinion.
I also rendered a Video with Blender to look like it would be animated, thats where the Emerald Hill Zone screenshot is from.
I want to collect some thoughts of users of emulaters, and maybe even some words of people that are more in emulation than I am.
Words from developers of emulators would be also helpful, because I think that this method would have to be implemented in other ways on a
per game and per system basis.
Am I the only one who is thinking about this?? Because I did not found much in other forums or with goolge regarding this topic.
If You know any resource regarding this topic I would be happy I You could post it here.
Thank You for Your attention.