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/vr/ - Retro Games


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File: 118 KB, 256x224, Super-Punch-Out_00007.jpg [View same] [iqdb] [saucenao] [google]
827592 No.827592 [Reply] [Original]

is there a technical reason why the snes video output ratio is 8:7 when all tvs at the time were 4:3

>> No.827610

I don't know, but I think it's a good question so i shall give you a bump.

>> No.827624

If you're talking about the black areas on the edges of most games, I'm pretty sure that the system is outputting those pixels, but the game designers left those areas blank since on tube TVs about 10% of the margins is cut off and unseen.

I heard something about the output generally being 256x240 but interpreted in most cases as 256x224. I forget why

>> No.827625

>>827592
Of course there's a technical reason.

The point is, you should view the games in 4:3, period. 8:7 television sets do not exist. All SNES/Famicom games are designed for 4:3 aspect ratio.

>> No.827646
File: 32 KB, 590x375, ww.jpg [View same] [iqdb] [saucenao] [google]
827646

Because I say so.

>> No.827672

It's not 8:7, it's 4:3. The pixels are rectangular. Your image is wrong, you need to scale it if you're displaying it on a monitor with square pixels.

>> No.827705

>implying pixels on old tube TVs

>> No.827712

Is there a technical reason the Neo Geo output was 304x224 or 320x224 when all TVs at the time were 4:3

Is there a technical reason the Sega Master System output was 256x192 when all TVs at the time were 4:3

Is there a technical reason the NES output was 256x240 when all TVs at the time were 4:3

Is there a technical reason the Genesis output was 320x224 when all TVs at the time were 4:3

Is there a technical reason that the scaler in your LCD display shits the bed when trying to fit such a resolution into a 4:3 display properly, while your CRT scales it at the speed of light and makes the pixels out of light itself, right where they should be and shaped with the right ratio for each pixel?

>> No.827714
File: 106 KB, 896x620, my.moon.png [View same] [iqdb] [saucenao] [google]
827714

Post your moons, bitches

>> No.827721

It's worth noting that a lot of early systems used a width of 256 pixels because it meant the X and Y coordinates of pixels fit in a single byte (which not only was more efficient for the CPUs, but meant fewer memory-mapped PPU registers etc). Then the rest was engineered around that constraint.

>> No.827736

>>827714
Some sort of ugly filter has apparently enabled itself when youw ere taking this screencap. You might want to look through your emulator's config file to disable it.

Thank me later.

>> No.827739
File: 164 KB, 500x269, bricktop.png [View same] [iqdb] [saucenao] [google]
827739

>>827736
Scanlines

>> No.827740

>>827736
I believe this person is mistaken. He seems to think that using bilinear filtering is necessary. For this screenshot it was turned off.

Perhaps he is confusing an overlay with a filter.

>> No.827746
File: 311 KB, 800x600, Sonic (Title).jpg [View same] [iqdb] [saucenao] [google]
827746

>>827736
I think someone put the same ugly filter over their SCART TV too

>> No.828154

I've heard someone can beat me in 17 seconds.