
Keep Up the hard work
No problem. Also note that aside from the native resolutions (Which one of them is 848x480 60Hz), most other resolutions have different display resolutions to frame buffer resolutions. The vertical resolution is always the same, but the horizontal one is stretched out (Sometimes by a factor of a weird decimal number, or sometimes by an integer). You can find the frame buffer sizes (And scales) in this file: https://github.com/Moopthehedgehog/Drea ... _support.hRoel wrote:Thanks for the tip! I have looked it up and MoopTheHedgehog's work looks well-researched.
848x480 might do the trick, but the frame rate would suffer because the TA would have to render 32.5% more pixels than normal, which is obviously a very significant amount. But I could probably solve that by rendering the game in a slightly smaller area surrounded by a black frame.
Thanks! I had noticed the strange frame buffer widths, but I forgot to address that subject in my previous post. I imagine some of those modes can be quite nice if line doubling is enabled. For example, 540x600 would then effectively become 540x300, which maps almost perfectly to 16:9. Sadly that resolution is just a bit too low to play Intrepid Izzy properly.Protofall wrote:No problem. Also note that aside from the native resolutions (Which one of them is 848x480 60Hz), most other resolutions have different display resolutions to frame buffer resolutions. The vertical resolution is always the same, but the horizontal one is stretched out (Sometimes by a factor of a weird decimal number, or sometimes by an integer). You can find the frame buffer sizes (And scales) in this file: https://github.com/Moopthehedgehog/Drea ... _support.h
I know, and I think I've mentioned 640x360 before in this thread. It's a very easy and highly compatible solution, and as such it has been my intention since day one to support this option. The only problem is that not all TVs/monitors allow the picture to be zoomed in if the source is a VGA and/or HDMI signal. For such displays, a 16:9 signal could be a better solution.Protofall wrote:And yeah, the black frame idea is a good one. Before MoopTheHedgehog made his discoveries, I had an idea to have a "widescreen letterbox-ed" resolution which is just normal 640x480, except you only render in a 640x360 area with 60-pixel high black bars on top and bottom. Also note some of Moop's resolutions don't work on some TVs. I think those native resolutions are supported on all systems though.