![]() It looks like Retroarch is doing this, which is why it looks wrong. It also says that 'it is an all-encompassing version of the FCEU emulator that provides the best of all worlds for the general player, the ROM. If you crop the overscan and then stretch the remaining visible portion to fill a 4:3 area, this results in horizontal stretching and an incorrect image. Besides using it on those things, the pc emulator isn't anything short of what it can do and even the website has the latest version 2.2.3 six months after the most recent version of nestopia UE 1.47. The NES displays a 4:3 image with the overscan visible. photobucket crops the pictures in a dumb way, but you can still see the full image by clicking on it.ĮDIT: I got so fed up with this that I hooked up my real NES to the same TV and took this picture with my phone:Īs you can see, the ratio matches that seen in Nestopia standalone. However in RA the PAR with Nestopia set to 4:3 is closer to 1.25. The PAR (not video aspect) in Nestopia (standalone) is 1.125 when set to 4:3 mode. Is 4:3 mode just not working right in 1.0.0.2 in Nestopia? Sprites look kind of fat and squished, but I suppose that could just be the way they’re supposed to look. ![]() I tried every version I can find and I get the same issue. This message pops up when I try to load it. Problem is this emulator worked for me before, but now it doesn't. Of course, different developers probably used different sized planning sheets, so … So, I been trying to find a fix for this issue for awhile with no luck. Looks like 1.28 is the most correct though. ![]() Variance is due to rounding at different sizes. I blew up the planning sheet and measured the area meant to represent the screen and got the following measurements, in inches. Looking at the planning sheets used by NES developers, the correct ratio seems to be around 1.28, or around 9:7. So what I’m trying to do now is determine the ratio that developers used. Well I guess there is no correct answer to what the games were supposed to look like on a TV - TVs varied too much on individual calibration and were almost never exactly 4:3. I thought things like Megaman’s sprite looked a bit too fat in Nestopia at 4:3 before the horizontal overscan fix, but didn’t really know if it was just me or not. I think 4:3 makes sense when you’re using a CRT shader also, but it’s all subjective. I can understand using 8:7 for games that have geometry designed for it, but figuring that out per game gives me a headache so I just use 4:3 for everything :P. ![]() I’m just used to it by this point everything looks too skinny at 8:7 to me now. Personally, I use 4:3 (1.33) for a TV aspect with Crop Overscan on. After the fix, you see the S without having to disable Crop Overscan. But turning that off would show the background layer under the boat at the bottom of the screen in Shadow of the Ninja’s first stage. Before the fix, the S in Score would be cut off in Castlevania unless you turned off Crop Overscan. There was a fairly recent horizontal overscan fix for Nestopia that’s in Lordashram’s latest test build that helps with the aspect ratio. ![]()
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