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GameGear resolution in SMSAdvance.

 
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karl_oz
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Joined: 03 May 2009
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PostPosted: Sun May 03, 2009 12:19 pm    Post subject: GameGear resolution in SMSAdvance. Reply with quote

First of all: Thanks for this wonderful emulator and all the effort you've put into so far! I don't know anything about coding such a thing, still there's just this one issue I'd really love to see in future releases:

I understand that the GameGear's graphical resolution is 160x144 pixels (which equals an aspect ratio of 3,3 : 3)? And that's why the emulator uses this resolution, when ROMs are compiled as GameGear ROMs, right? Well, still the original GameGear hardware had a display with an aspect ratio of 4 : 3. Compare this video http://www.youtube.com/watch?v=HMkbyHEcBsU to an SMSAdvance emulated version of Sonic1 on your GBA. The horizontal scaling is originally wider than in SMSAdvance.

So, my question is simply: Wouldn't it be possible to stretch/scale the GameGear specific resolution of the emu to let's say 192x144 pixels, so it matches 4:3 and thus delivers better playability?
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Dwedit
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PostPosted: Sun May 03, 2009 2:58 pm    Post subject: Reply with quote

It wouldn't work very well, you'd end up with pixels being scaled like AABCDDEFGGHI, every third pixel being doubled, looking really ugly.
Filtered scaling is out of the question since this uses the GBA tilemap hardware to run.
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karl_oz
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PostPosted: Sun May 03, 2009 3:46 pm    Post subject: Reply with quote

I see. So... there is no chance that this feature could be implemented properly someday? How did the actual GameGear achieve this stretching - do you know?
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Dwedit
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PostPosted: Sun May 03, 2009 7:49 pm    Post subject: Reply with quote

I'd guess it just simply used wider pixels.
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tepples
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PostPosted: Wed May 06, 2009 9:18 pm    Post subject: Reply with quote

I wonder whether the intended pixel aspect ratio was 8:7 like on the NTSC SMS and NES.[1] It's too bad I don't know Z80, or I'd try writing something like the "tvpassfail" test I wrote for the NES. How do SMS games played through the adapter look on the Game Gear?

[1] This page explains why making each pixel two-thirds of a color subcarrier cycle wide results in 8:7 PAR.
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Vague Rant
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PostPosted: Thu May 07, 2009 3:19 am    Post subject: Reply with quote

Not sure of how they came to this decision, but Kega Fusion displays Game Gear games at 200*144, which is slightly wider than 4:3 (closer to 7:5). Forces 200*144, even; there's no way to make it display a 160*144 image so far as I can tell.
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FluBBa
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PostPosted: Thu May 07, 2009 2:06 pm    Post subject: Reply with quote

Not knocking down your efforts tepples, but you do know that there are more information per scanline than just the actual picture?
With a sampling frequency of 135/11MHz you get get somewhere around 778 "pixels" per scanline (135M/11/30M/525), of those 640 are picture (~82%).
So you have to take that into acount when you compare it to the NES.
Don't we all know that the NES PPU has 340 clocks per scanline (the cpu a third of that)? So the NES picture takes up ~75% of the scanline.
On the SMS it has 342 pixelclocks per scanline, so that also gives ~75%.

Here you can read a bit more about the scanline timing. It gives a maximum amount of ~83% picture.
http://www.batsocks.co.uk/readme/video_timing.htm
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tepples
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PostPosted: Thu May 07, 2009 5:43 pm    Post subject: Reply with quote

FluBBa wrote:
you do know that there are more information per scanline than just the actual picture?
With a sampling frequency of 135/11MHz you get get somewhere around 778 "pixels" per scanline (135M/11/30M/525), of those 640 are picture (~82%).
So you have to take that into acount when you compare it to the NES.

I do take that into account. The total period of a scanline is closer to 63.5 µs, of which about 52 µs is picture.

Quote:
Here you can read a bit more about the scanline timing. It gives a maximum amount of ~83% picture.
http://www.batsocks.co.uk/readme/video_timing.htm

There's also a difference between the production aperture and the clean aperture. For one thing, look at the difference between 704 and 720 pixels in 13.5 MHz sampling.
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FluBBa
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PostPosted: Thu May 07, 2009 10:31 pm    Post subject: Reply with quote

tepples wrote:
I do take that into account. The total period of a scanline is closer to 63.5 µs, of which about 52 µs is picture.

Yes, 52 µs is the maximum length of time pixels can be output to the screen, on the NES though it only outputs pixels for ~47.5 µs.

Maybe it doesn't really matter that much anyway, my guess is that it's somewhere between 8:7 and 9:8.
(778/2=389 to get non interlaced AR. 389*75%=291.75, this is the horizontal resolution the NES would need to have for square pixels. Now I guess I can just take the real resolution and divide by the wanted resolution? 256/291.75 = ~0.87746 )
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