From the documentation of render.h....
23 Theory of operation
24 -------------------
25
26 A render "target" is described by 5 parameters:
27
28 - width = width, in pixels
29 - height = height, in pixels
30 - bpp = depth, in bits per pixel
31 - orientation = orientation of the target
32 - pixel_aspect = aspect ratio of the pixels
33
34 Width, height, and bpp are self-explanatory. The remaining parameters
35 need some additional explanation.
36
37 Regarding orientation, there are three orientations that need to be
38 dealt with: target orientation, UI orientation, and game orientation.
39 In the current model, the UI orientation tracks the target orientation
40 so that the UI is (in theory) facing the correct direction. The game
41 orientation is specified by the game driver and indicates how the
42 game and artwork are rotated.
43
44 Regarding pixel_aspect, this is the aspect ratio of the individual
45 pixels, not the aspect ratio of the screen. You can determine this by
46 dividing the aspect ratio of the screen by the aspect ratio of the
47 resolution. For example, a 4:3 screen displaying 640x480 gives a
48 pixel aspect ratio of (4/3)/(640/480) = 1.0, meaning the pixels are
49 square. That same screen displaying 1280x1024 would have a pixel
50 aspect ratio of (4/3)/(1280/1024) = 1.06666, meaning the pixels are
51 slightly wider than they are tall.
52
53 Artwork is always assumed to be a 1.0 pixel aspect ratio. The game
54 screens themselves can be variable aspect ratios.
So I have to try with 1.33, not with 1 nor 0. In Kung Fu Master, the aspect ratio of the pixels is 1.33, that is 4/3, since the game res is 256/256. In that case no stretch at all is induced. Interesting...