You might be missing the point made on the mame general board and what I tried to explain here (read what Twisty said).
Yep, I missed it (read but didn't understand) It's a little bit clearer now, but still muddy . . .
Why do you think is 8:7 proper for gyruss? Is it because of the native game resolution of 256x224? If so you are mistaken.
Yep, that was why . . .
Ok, go look at battle toads now. from listinfo:
How do I get -listinfo for a single game? What does it show for Gyruss?
512x224 is NOT 4:3. That's the pixel resolution of the game, as Twisty said there is no fixed size for pixels. But the game was shown on a 4:3 monitor so it was hardware stretched.
512x224 would be a 16:7 aspect ratio. So did the original arcade game display on a 16:7 wide screen monitor, or it was hardware stretched in the arcade to 4:3???
Now do this, run btoads in mame. First take keepaspect and hwstretch turned off. You are seeing the game in it's raw pixel size.
At -res 800x600, and -screen_aspect 4:3, I get a 510x450 game image. (Essentially double the listed resolution vertically (double-scanned?))
Now turn those two on. Hey, now it looks like it did in the arcade, the text isn't squished, it looks pretty good.
I get a 797x594 pixel image essentially full screen.
Now do this on your computer. Run a game, like btoads, with hwstretch and keepaspect on. But chance screen_aspect to 16:9.
I get a 600x600 pixel screen odd . . .
Just for kicks, I also ran with screen aspect 7:16. I got a 200x800 pixel image (A 4:1 aspect instead of closer to 2:1 Odd . . . (I expected an 800x350 pixel image. This is what I would have thought the native resolution should look like but it doesn't look like an arcade game would).
So if I am understanding things correctly, all vertical games at -800x600 and -keepaspect display at 450x600 b/c they were originally run on a 4:3 monitor, basically?
I think the light just clicked on a little - it's kinda like if I run my monitor at 1280x1024, that's a 5:4 ratio, not 4:3 like 1024x768, but I can size the images to fit the screen, so the image dimensions are the same and an emulator displaying them should have the same proportions, right?
How does this affect artwork fill. Notice how you can still diplay 16:9 on your 4:3 monitor just that everything is squished. This is because you are getting a 16:9 output from mame BUT your video card is squishing the signal to 4:3. So what is happening when you specify 8:7 is the caclulations for an 8:7 screen are getting outputted to a 4:3 screen and weird stretching occurs. That's probably why you get black bars at top and bottom. I just ran that, yeah, that would be my guess at why that is happening. It also does it without the artwork fill stuff on, the black bars are there when artwork is turned on without fill. So it isn't the artwork fill code doing that, it's the other stuff I mentioned aobut aspect ratios.
That's not what I'm seeing exactly, though - going back to my Gyruss question If I run the game at 4:3 with no artwork, I get a 450x600 image. If I run the game at 8:7 with no artwork, I get a 525x600 image, which matches the native resolution aspect ratio (could be wrong for the game, though).
Now this is where I initially got confused If I run Gyruss with -artworkfilledges -screen_aspect 4:3, and -keepaspect, I get an 800x512 image with black bars top and bottom. Running it with -keepaspect off, works, full screen, but the top of the game image is slightly off-screen.
If I run Galaxian (which is the same native resolution) at the same settings (-filledges, -keepaspect, -res 800x600 -scr_aspect 4:3), I get essentially a full screen image with no black borders.
I have a theory that Galaxian happens to have the side artwork borders set to the optimum size. Some games have it too narrow, which gives black bars on either side of the screen (acceptable). And Gyruss has the art too wide, -artworkfilledges fits the game and the side art to the screen, and the game gets squished vertically.
If so, I think -fillededges needs to be changed so only the portion of the artwork nearest the game screen is shown, once the game is expanded vertically to fill the screen.
But it's only a theory.
Thanks for the education (again . . . >:-( )
Even though 600x300 isn't a square, the size of the pixels used for scanning create the square. A simular thing is going on here.
I'm slowly catching on . . .