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/vr/ - Retro Games


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File: 361 KB, 1366x768, snes.png [View same] [iqdb] [saucenao] [google]
1626892 No.1626892[DELETED]  [Reply] [Original]

What's the correct aspect ratio of SNES games, 4:3 or 8:7? I mean, TVs back then were 4:3, but a lot of games look stretched when in that aspect ratio.
Pic related. A game running in 8:7.

>> No.1626898

>>1626892
It's native res is 8:7, but most TVs stretch it to 4:3

>> No.1626902

>>1626892

4:3

Where in the hell would you find an 8:7 display in 1991?

>> No.1626908

>>1626902
Well, the menu looks perfectly square in 8:7, but in 4:3 it looks stretched.
Do you guys think SNES games were made with 4:3 in mind?

>> No.1626917
File: 46 KB, 640x480, gfs_15062_2_7.jpg [View same] [iqdb] [saucenao] [google]
1626917

>>1626902
It's analog stretching. This also explains why some ports of SNES games had letterboxing on some systems like Megaman X3 on Saturn and Super Ghouls N' Ghosts in the Capcom Collection.

>> No.1626920
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
1626920

>>1626917

>> No.1626942

>>1626917

That's because SNES usually outputted in 256 horizontally. Saturn couldn't go below 320 across (unlike PS1), hence either stretching like Symphony of the Night Saturn or the boxing effect

>> No.1626943

SNES default resolution is 256 × 224, resulting in 8:7 output

>> No.1626951

What's the game in OP? Google returns nothing.

>> No.1626957

>>1626951
Magical Pop'n (Japan only)

>> No.1626960
File: 152 KB, 862x818, Google.jpg [View same] [iqdb] [saucenao] [google]
1626960

>>1626951
>Google returns nothing
You lie.

>> No.1626974

>>1626892
Couldn't get past second stage. :/

>> No.1626978
File: 109 KB, 300x533, CT-comparison.png [View same] [iqdb] [saucenao] [google]
1626978

>>1626892
4:3

>> No.1626990

>>1626943
But a CRT displays it 4:3, just like it will display 2560x224 as 4:3

>> No.1626995

>>1626974
That's, weak. That's like one of the easiest platformer games in existence.

>>1626957
The game doesn't need any Japanese knowledge by the way.

>> No.1627126

>>1626990
see>>1626917

>> No.1627134

>>1626990
256x224 resolution is an 8:7
256x192 would be a 4:3

>> No.1627139

>>1627134
Pixels weren't always square.

>> No.1627143

>>1627139
https://github.com/OpenEmu/OpenEmu/issues/204

>Its also worth noting that although the SNES hardware's native resolution for this game is 256 x 224, the nature of CRT TV's caused the image to stretch horizontally as the TV's aspect ratio was 4:3 and not 8:7 which is what the SNES hardware used.

>> No.1627294

>>1627143
I don't think it's the nature of CRT. You can easily have letterboxed widescreen images on a 4:3 display. A good display will give you further options to calibrate the picture.
It's similar with LCD.

>> No.1627340

>>1626974
Hah same.
>>1626995
I just didn't know what to do. Nothing to do with platforming difficulty. The voice was also very annoying. The game would be way better if you could tone it down.
And there's a translation patch for Magical Pop'n anyway. Not like there's much text.

>> No.1627369 [DELETED] 

>>1626892
4:3

It's native 8:7 output is NOT what most games were drawn to be displayed at. You can see this obviously when looking at things that was supposed to be perfect circles.

>> No.1627380

>>1626892 (OP)
4:3

Its native 8:7 output is NOT what most games were drawn to be displayed at. You can see this obviously when looking at things that are supposed to be perfect circles.

>> No.1627383
File: 800 KB, 320x240, R-Type III intro320x240.gif [View same] [iqdb] [saucenao] [google]
1627383

>>1627380
However, I don't think developers always got the memo for this. Sometimes it seems like games were drawn around the native output not realizing everyone's television would end up stretching them. I'm pretty sure the energy ball here is meant to be a circle for instance, which it is when viewed in the native non-stretched resolution.

>> No.1627389

it is the nature of analog video, not CRT especially

display aspect ratio (DAR) = TV screen width / height

Displayed image width = internal width / internal height / pixel aspect ratio (PAR)

Displayed image height = internal height (interlaced output) or 2 x internal height (non-interlaced output) because TV display always does interlaced (480i).

Internal image dimensions are expressed in pixels x number of lines.
Pixels does not exist anymore once you go to analog, displayed image dimensions are expressed in active signal length x number of lines.
TV dimensions are measured in inches.
4:3 relates to dimension of TV screen but how much of the displayed image a specific 4:3 TV can show greatly varies so trying to associate 4:3 ratio to displayed or internal image width / height is not correct.

>> No.1628687

>>1626892
Correct ratio is 4:3