cowai
hellolo.
How's the scaling on the psp version, anyway?
Does it keep the aspect ratio?
Does it keep the aspect ratio?
Yes, there's scaled 3:2 plus 16:9 (which doesn't look as bad as it sounds) as well as the unscaled mode.cowai posted on Dec 3 2006 at 08:49 PM said:How's the scaling on the psp version, anyway?
Does it keep the aspect ratio?
NES's resolution is almost double of the GBA... :unsure:Shadowsithe posted on Dec 3 2006 at 06:57 PM said:I've played the PSP, the fullscreen looks really good. The higher the original res, the less noticeable generally. Hence NES is ugly as the devil's face, scaled.
iignotus posted on Dec 4 2006 at 12:01 AM said:NES's resolution is almost double of the GBA... :unsure:Shadowsithe posted on Dec 3 2006 at 06:57 PM said:I've played the PSP, the fullscreen looks really good. The higher the original res, the less noticeable generally. Hence NES is ugly as the devil's face, scaled.
It's actually exactly 1.6x, and it's still a wider image than it is tall. 256x240; though some games only utilised a 256x224 palette because of the aforementioned TV cutoff. However, the hardware's output is still 61440 pixels per screen drawn, and 61440/(240*160) is 1.6 on the noseExophase posted on Dec 3 2006 at 07:07 PM said:iignotus posted on Dec 4 2006 at 12:01 AM said:NES's resolution is almost double of the GBA... :unsure:Shadowsithe posted on Dec 3 2006 at 06:57 PM said:I've played the PSP, the fullscreen looks really good. The higher the original res, the less noticeable generally. Hence NES is ugly as the devil's face, scaled.
It's actually almost exactly 1.5x (for NTSC NESs, and SNESs), and most of that is in the height rather than the width. Also, TV screens cut off a good amount of the visible resolution, at least the ones back when NES was popular did.
iignotus posted on Dec 4 2006 at 02:23 AM said:It's actually exactly 1.6x, and it's still a wider image than it is tall. 256x240; though some games only utilised a 256x224 palette because of the aforementioned TV cutoff. However, the hardware's output is still 61440 pixels per screen drawn, and 61440/(240*160) is 1.6 on the noseExophase posted on Dec 3 2006 at 07:07 PM said:iignotus posted on Dec 4 2006 at 12:01 AM said:NES's resolution is almost double of the GBA... :unsure:Shadowsithe posted on Dec 3 2006 at 06:57 PM said:I've played the PSP, the fullscreen looks really good. The higher the original res, the less noticeable generally. Hence NES is ugly as the devil's face, scaled.
It's actually almost exactly 1.5x (for NTSC NESs, and SNESs), and most of that is in the height rather than the width. Also, TV screens cut off a good amount of the visible resolution, at least the ones back when NES was popular did.
My point, countering shadowsithe's, is still valid.
Ah that makes perfect sense, I got you nowExophase posted on Dec 3 2006 at 10:35 PM said:iignotus posted on Dec 4 2006 at 02:23 AM said:It's actually exactly 1.6x, and it's still a wider image than it is tall. 256x240; though some games only utilised a 256x224 palette because of the aforementioned TV cutoff. However, the hardware's output is still 61440 pixels per screen drawn, and 61440/(240*160) is 1.6 on the noseExophase posted on Dec 3 2006 at 07:07 PM said:iignotus posted on Dec 4 2006 at 12:01 AM said:NES's resolution is almost double of the GBA... :unsure:Shadowsithe posted on Dec 3 2006 at 06:57 PM said:I've played the PSP, the fullscreen looks really good. The higher the original res, the less noticeable generally. Hence NES is ugly as the devil's face, scaled.
It's actually almost exactly 1.5x (for NTSC NESs, and SNESs), and most of that is in the height rather than the width. Also, TV screens cut off a good amount of the visible resolution, at least the ones back when NES was popular did.
My point, countering shadowsithe's, is still valid.
NTSC NES/SNES/other platforms is 256x224, that's why I mentioned that. Most people play NTSC NES games (Japanese and American). The TV actually cuts out from there. (256 * 224) / (240 * 160) is a little under 1.5.
When I said most of that is in height, I meant that the GBA width is close to the NES width, most of the pixels are lost vertically.
EDIT: Yes, your point is still 100% valid :B
zodttd posted on Dec 4 2006 at 06:47 AM said:Imagine:
150 pixel height resolution screen.
100 pixel height console.
1.5X = 150 / 100
No splitting up a pixel needed.
Even if there was, it's usually dealt with in other ways such as through blending or as simple as removing or doubling a scanline.
EDIT: Misread what was being said so the above doesn't really apply.
You're a harlot!dontspam posted on Dec 4 2006 at 07:26 AM said:zodttd posted on Dec 4 2006 at 06:47 AM said:Imagine:
150 pixel height resolution screen.
100 pixel height console.
1.5X = 150 / 100
No splitting up a pixel needed.
Even if there was, it's usually dealt with in other ways such as through blending or as simple as removing or doubling a scanline.
EDIT: Misread what was being said so the above doesn't really apply.
Misread!!!
My God you mean you're human after all.
Just joking, great emulator BTW.
zodttd posted on Dec 4 2006 at 04:47 AM said:Imagine:
150 pixel height resolution screen.
100 pixel height console.
1.5X = 150 / 100
No splitting up a pixel needed.
Even if there was, it's usually dealt with in other ways such as through blending or as simple as removing or doubling a scanline.
EDIT: Misread what was being said so the above doesn't really apply.
cowai posted on Dec 4 2006 at 05:49 AM said:Any news Zodttd?
Even numbers? You meant "scaling only works right when the multiplier is an integer" or something like that, right? Because I don't have any problem with them nasty odd numbers, like scale factors of 1x and 3x.... Well 5x... Maybe that's pushing it.DaveC posted on Dec 4 2006 at 06:32 PM said:The only time scaling doesn't look that bad is when you can do it in even numbers like 2:1, 3:1...etc.
Exophase posted on Dec 5 2006 at 01:32 AM said:Bicubic filtering looks pretty good. Here's a comparison:
http://exophase.devzero.co.uk/gpsp_cubic.png
Vs bilinear:
http://exophase.devzero.co.uk/gpsp_linear.png
(here's the original: http://exophase.devzero.co.uk/gpsp_shot.png, note the filesizes )
Of course, I don't know if we'll have CPU to spare for any any filtering at all, bicubic is totally out of the question. But for an optimized NES or Gameboy emulator it might be doable, especially since the screen is overall lower bitdepth and you can possibly use lookup tables.
Personally, I think the filtering is a double edged sword; on the one hand, the image does lose sharpness. On the other hand, the image becomes less aliased, making it look less blocky overall. I find that for small screens like PSP (or GP2X, I would think, though I haven't tried it yet) the blurriness of bilinear filtering is much less of a hindrance than on a big screen. At the same time, nearest neighbor filtering doesn't look quite as horrible as I thought it would (again, smaller screen, harder to pick out pixels).
I think it's a reasonable sacrifice to get a larger viewing area, although I won't deny that it takes a bit away from things. If it makes any difference, I've always prefered to play SNES emulators on PC filtered rather than scaled directly, just because it looks terribly blocky that way. The thing is, most TVs, especially the ones typically used back when these consoles were popular, are much more blurry than computer monitors (especially LCDs), so you could say the filtering gives back some of that. Naturally that doesn't apply for handhelds though.