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/vr/ - Retro Games


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File: 226 KB, 1668x672, 1532501384080.png [View same] [iqdb] [saucenao] [google]
4929249 No.4929249 [Reply] [Original]

8:7 or 4:3?

>> No.4929251

>>4929249
Ovals are weird
8:7 or bust

>> No.4929264

>>4929249
4:3 makes Samus thicc. Its the obvious choice.

>> No.4929273

>that 35 year old boomer who is ok with stretching 8:7 games to 4:3 but not ok with stretching 4:3 games to 16:9

>> No.4929275

Fuck those SNES and PSX games that did this. I'm still not sure if I'm supposed to play SOTN in 4:3 or not.

At least Chrono Trigger is quite obviously supposed to be stretched to 4:3.

>> No.4929289

>>4929249
keep in mind that crt renders vertical half images, to increase contrast on the slow refreshing phosphor screens.
So phosphor is lit on two different horizintal lines each frame in cycle. Line A, line B, line A ... and so on

I don'T understand why emulators don't emulate this effect... it's pretty fast, simple and increases reasolution

>> No.4929310

I couldn't even begin to care, given how little of a difference it makes.

>> No.4929368

>>4929289
Okay. so what does that mean for the shape of the image?

>> No.4929387

>>4929273
Stretching 8:7 to 4:3 is not nearly as bad as 4:3 to 16:9.

In most cases you NEED to use the 8:7 to 4:3 to avoid issues. Hardly noticeable in most games and some games were made in 8:7 with the intent to display in 4:3..

But 4:3 to 16:9 is three times as stretched in the horizontal comparative of 8:7 to 4:3.

>> No.4929404

>>4929249
whatever matches the game

>> No.4929408

>>4929249
Unless you have a monitor that supports a 1536x1152 resolution, you will have to interpolate pixels to play SNES games in 4:3.
Interpolation always makes the picture look blurry.

>> No.4929409
File: 711 KB, 1395x433, 16-9-NES.png [View same] [iqdb] [saucenao] [google]
4929409

>>4929273

>> No.4929410

>>4929275
You can determine intended aspect ratio by finding something that's supposed to be a regular polygon.

Did any games mix and match assets with different aspect ratios?

>> No.4929412

>>4929368
well talking from memory the game did look like 8:7 on my old crt tv from my memory. I say that because I do remember samus rather slim, like on the left side.

>> No.4929413

>>4929289
Old consoles use only half the lines for a 60 hertz progressive image that doesn't tear.

>> No.4929414

>>4929408
there are more than enough games you don't play in fullscreen, and that don'T fit your screens aspect ratio, and that's no problem at all.

>> No.4929417

>>4929413
yeah, that's what I was thinking, so they get stretched vertically. WOuld explain why samus is as slim as on the left image in my memory

>> No.4929418

>>4929408
Emulators have an integer scale option for those who prefer it. I play full screen with composite video shaders. Point samples needn't be rendered as squares.

>> No.4929419

>>4929413
oh wait, I thought the other way around, than you I think. Might be because I am PAL user, not ntsc. NTSC might look like right side(?)

>> No.4929423

>>4929419
Pal has more lines, so maybe. Never used one. Didn't get to Europe until CRTs were long gone anywhere but private residences.

>> No.4929431

>>4929249
Samus was canonically 6'3" at the time, so 8:7 is better.

>> No.4929434

>>4929423
When thinking about it: it could be just my memories from emulation. Thought I gotta say, I like the left format better than the right "squished" format

>> No.4929442

#SaveTheAnimals

>> No.4929469

fuck man I dont even know what my CRT is set for
how do I check? super metroid?

>> No.4929492

>>4929469
This is an emulation discussion. SNES on analog CRT tv will be 4:3 which isn't quite right but is how it was originally played.

>> No.4929528

>>4929492
I'm pretty sure there was a slight pillarboxing when I played it on my TV back then (SOTN did that too).

>> No.4929580

Depends on the game, but honestly the vast majority of games didn't take stretching into account, simply because it was easier to design on their computer not to.

>> No.4929948

>>4929409
Phillistines.

>> No.4930303
File: 323 KB, 879x672, 8x7 par.png [View same] [iqdb] [saucenao] [google]
4930303

>>4929249
The objectively correct answer to this question is that on a properly calibrated CRT, the pixel aspect ratio is 8:7 (not to be confused with the 8:7 aspect ratio of the 256x224 active area). This is how the games were developed and expected to be displayed, regardless of your personal feelings.

>> No.4930865

>>4929249
Obviously it's 8:7 because that's the aspect ratio of a 90s TV right guys?

>> No.4931094
File: 873 KB, 1159x1014, Super Metroid GBA Style (Japan, USA) (En,Ja) [hack by ShadowOne333 v1.0] [n]-180725-211153.png [View same] [iqdb] [saucenao] [google]
4931094

>>4929249
Is this 8:7 or 4:3?

>> No.4931107
File: 42 KB, 1159x1014, Super Metroid GBA Style (Japan, USA) (En,Ja) [hack by ShadowOne333 v1.0] [n]-180725-212011.png [View same] [iqdb] [saucenao] [google]
4931107

>> No.4931195

>>4929492
yeah but if you wanted to you could adjust a PVM to switch back and forth with the press of a button

>> No.4931263

>>4931195
PVMs lack the wabi-sabi that makes a CRT worthwhile.

>> No.4932004

>>4929249
Why not 6:5?

>> No.4933597
File: 1.09 MB, 1740x2320, toasting in a toll bread.jpg [View same] [iqdb] [saucenao] [google]
4933597

>> No.4933607

Take a screenshot of the planet in the intro instead.

>> No.4933658

>>4929273
pro gamers always played GBC games on their GBA's with the screen stretched