Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: subzero23 on December 19, 2004, 12:26:31 am
-
It seems as if though I can't find a SNES emulator that runs at the correct resolution, we're using it on an arcade monitor and also a TV so I'm not sure why it wouldnt work
-
Native SNES resolutions are very "square" compared to normal arcade resolutions. Remember that SNES output was designed for television, and not arcade monitors.
For that reason I use ZSNES and just stretch the image to fullscreen via OpenGL using a standard desktop resolution that my monitor supports.
-
I use ZSNES also. I don't mind a 'small' screen but it is a shame it seems to use bilinear filtering at low-res :(
-
Well how does snes emulation run on a real TV?
-
I use ZSNES also.
-
Majority of snes (and nes) games are designed at 256x224.
For those with ArcadeVGAs, the best match is 256x240 obviously.
NTSC is generally considered as 720x480, so doubling the res above to keep aspect ratios takes you to 512x480. This is why stretching is required if you are outputing it to a TV.
Not the prettiest solution IMO, but hey, playing with horizontal borders aint pretty either.
-
I use ZSNES also.
-
Not the prettiest solution IMO, but hey, playing with horizontal borders aint pretty either.
We PAL users have been dealing with the ugliness of borders for decades! Hooray for the 17% squash of 60->50Hz conversion. :(
-
well I'm also a gamer in a PAL region.
Vertical PAL borders are one thing (these days you can consider it as widescreen!), but horizontal borders suck more!
And yeah, the 17% speed drop can destroy some games, especially speed intensive fighting games. The PS2 version of Tekken Tag comes to mind.
-
For me the very first game that really suffered noticeable from the 17% slowdown was Street Fighter II on SNES. I remember when it was released there was a sudden surge of grey imports of Japanese SuperFamicoms into Europe and Australia for folks who wanted to play the game a little closer to arcade speeds.