After reading nesdev wiki on how PixelAspectRatio works, can someone verify if snes9x has a scaling bug?
snes9x
8:7 DAR ==> 256x224
4:3 DAR ==> 299x224 (*)
wiki
1:1 PAR ==> 256x224
8:7 PAR ==> 292x224 (*)
There's a setting in snes9x.conf:
Stretch:AspectRatioBaseWidth = 256 or 299
(can edit to 292)
DAR = PAR * SAR
DAR = 4/3
SAR = 280/240
PAR = 8/7
Thanks for any help
snes9x aspect ratio bug?
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Re: snes9x aspect ratio bug?
Yes, it appears Snes9x is a bit wide in its default setting for output scaling.
NTSC picture generators using the TMS9918 dot clock rate include the SMS VDP, TG16 and Genesis VDPs in 256px mode, NES PPU, and S-PPU. If you're scaling the output of one of these to 320x240 square pixels using the Rec. 601 definition of the 4:3 plane, a 256px picture ends up 292.57 pixels wide. The closest multiple of 4 to this is 292. I assume that Snes9x doubles this value when set to 2x for games using interlace or hires.
NTSC picture generators using the TMS9918 dot clock rate include the SMS VDP, TG16 and Genesis VDPs in 256px mode, NES PPU, and S-PPU. If you're scaling the output of one of these to 320x240 square pixels using the Rec. 601 definition of the 4:3 plane, a 256px picture ends up 292.57 pixels wide. The closest multiple of 4 to this is 292. I assume that Snes9x doubles this value when set to 2x for games using interlace or hires.
Re: snes9x aspect ratio bug?
Thanks for the handy explanation. Also found this link which covers a lot of systems
https://pineight.com/mw/index.php?title=Dot_clock_rates
hires = 4:7 PAR. Have to check snes9x Jurassic Park on this.
https://pineight.com/mw/index.php?title=Dot_clock_rates
hires = 4:7 PAR. Have to check snes9x Jurassic Park on this.
Re: snes9x aspect ratio bug?
Conveniently, Pin Eight is tepples' siteaspectyl wrote:Thanks for the handy explanation. Also found this link which covers a lot of systems
https://pineight.com/mw/index.php?title=Dot_clock_rates
hires = 4:7 PAR. Have to check snes9x Jurassic Park on this.
Re: snes9x aspect ratio bug?
Conveniently, Pin Eight is tepples' site![]()
side-note:
https://atariage.com/forums/topic/18999 ... try2403136
Atari 800 also uses 7.16 MHz / 6:7 ratio NTSC.
Just advertising since it's not in dot clock wiki.
Re: snes9x aspect ratio bug?
(tangent) I was under the impression that the VGA 640x480 and 320x240 modes were "exactly" square, not "sorta" square...? Although it's not like VGA ever was used to directly emit to a TV anyway without using some other kind of reclocking.
Re: snes9x aspect ratio bug?
Thanks for the citation. If you find more, feel free to sign up on my wiki and add them. You'll need to get confirmed to edit mainspace, which you can do the same way as on NESdev Wiki: PM me here with your username there, confirm e-mail, or make two talk page posts and wait four days.aspectyl wrote:https://atariage.com/forums/topic/18999 ... try2403136
Atari 800 also uses 7.16 MHz / 6:7 ratio NTSC.
Just advertising since it's not in dot clock wiki.
In theory, VGA's 480-line modes (mode 12h and mode X) hsync at ~31.5 kHz and vsync at ~60 Hz, the right frequency for 480p EDTV. But the page lists a lot of arcade systems and home computers whose monitors may be configured for an active picture width shorter than the standard 704/13.5 = 52.148 microseconds. Apple IIGS AppleColor RGB monitors, for instance, come set about 11% wide, which accounts for the difference between the 5:6 or 5:12 PAR specified by Apple for super hires modes and the 3:4 or 3:8 PAR seen through the IIGS's composite output. VGA monitors are about 5% wide for the same reason.lidnariq wrote:I was under the impression that the VGA 640x480 and 320x240 modes were "exactly" square, not "sorta" square...? Although it's not like VGA ever was used to directly emit to a TV anyway without using some other kind of reclocking.