Closed GoogleCodeExporter closed 9 years ago
[deleted comment]
SNES vertical resolution = 224p
Wii vertical resolution (progressive) = 480p
480 is not an exact multiple of 224. If you want to exactly double the SNES
resolution you will get 448; that will give you a 1:2 pixel correspondence,
however, it will leave black borders both above and below the image sacrificing
the full screen.
Also, a correspondence of 448:480 is of ~93.333% which it not a rational number
so it can not be archieved through zooming the image.
These limitations are known by developers, that is why they create filters,
hence the reason you only notice this is in unfiltered mode. Using unfiltered
mode leaves all these limitations visible.
I don't believe there is not much that can be done, besides using a filter. I
understand that current GX filter makes the image a little blurry, and hq2x
experimental filters look great but make the games slow, so maybe when/if hq2x
filters ever get improved you will finally be able to get crisp images without
noticing these artifacts.
As a side note... the SNES games were designed to be played on CRT TV's. If you
do so using original mode, none of these glitches occur. The challenge is how
to make games designed for old CRT TV's look perfect in modern HD TV's.
Original comment by axe...@gmail.com
on 30 Aug 2010 at 3:08
I was under the impression that the Wii can render at several resolutions
including 640x448 (which then gets scaled to 640x480), but I suppose you'd know.
At any rate, 98% and 99% look to me like they are very close to perfect
scrolling.
if I zoom to 98% and pay careful attention to the pixel size, I see that in
some places a SNES pixel is mapped into fewer Wii pixels than usual. If I zoom
to 99%, I see that at some places a SNES pixel is mapped to more Wii pixels
than usual. (100% functions like 99%, but the extra pixel happens in more
places.) This suggests to me that the best value is between 98 and 99. I
understand that the math shows that I would need to have 93.333%, but that
doesn't match what I'm seeing.
Perhaps I chose a SNES game that renders at 256x239 instead of 256x224, and it
tries to scale the 239 to 480 instead of to 478? (The math doesn't quite work
out there either, though.)
Original comment by arrom...@mar09.rahul.net
on 30 Aug 2010 at 7:29
I've already fussed around with this enough, I'm not doing any more.
Original comment by dborth@gmail.com
on 30 Aug 2010 at 7:36
I hate to add another comment on a closed issue, but... I just tested older
versions. It seems to be a newly introduced issue--this problem did *not*
exist in versions up to and including 4.1.9. It first appeared in version
4.2.0.
In fact, not only does 4.1.9 not have the problem, but I can artificially
create the problem on 4.1.9 by manually setting the vertical zoom to 99%.
Could you please look into this?
Original comment by arrom...@mar09.rahul.net
on 30 Aug 2010 at 11:25
you're seeing the SNES height (224) projected onto a height of 228. So 224/228
= 0.9824.
I've made some changes for the next release that will fix this for you.
Original comment by dborth@gmail.com
on 31 Aug 2010 at 6:20
Thanks!
Original comment by arrom...@mar09.rahul.net
on 31 Aug 2010 at 6:31
Original issue reported on code.google.com by
arrom...@mar09.rahul.net
on 30 Aug 2010 at 4:25