lr-mame2003 aspect ratio
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@jretropie said in lr-mame2003 aspect ratio:
Does anyone knows how to set correct aspect ratio for lr-mame2003?
It shows black on top and bottom of the screen.
You mean you want it to stretch to fill the screen or keep the aspect ratio? If you keep a correct aspect ratio I don't think you can fill the screen.
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@Riverstorm I am not sure. But the correct aspect ratio of street fighter should be 4:3
Right now the game is running at wide screen ratio I think.
FBA shows it correctly. But Ir-mame2003 does not.
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@jretropie said in lr-mame2003 aspect ratio:
lr-mame2003 Does a pretty decent job at reporting proper aspect rations. However, sometimes you will run a game that needs to be altered. I, myself am also looking for a more permanent solution to this that can be set and saved on a game-by-game basis, but I know of a temporary fix that can be applied after the game is launched. First, call up the Rgui by pressing what you have chosen to be your "select" and "x" buttons at the same time. Next, navigate the menu through "root menu>settings>video". Now, look for an entry that mentions "aspect". By default, this is set to "core provided", which works the best for most game. You'll now want to cycle though until you find the aspect ration you need. For the game in your example, that would be "4:3".
One other thing. If you'll notice the rainbow colored square located at the upper right of your screen, that's an indicator that your Raspberry Pi is starved for power. If that continues, you are eventually going to run into problems. Fortunately it is nothing that a new power supply won't fix. Whether or not you have a Rpi3 or not, I would go with a 2.5 amp model to give you a little lateral growth in the future.
Edit: Of course you might have the proper power supply and are just drawing too much power from the USB. If that were the case, you can just unplug a few or just reconsider what devices should be plugged in.
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streetfighter 2 (capcom cps2, and possible 3) is a strange case as it doesn't use square pixels, which confuses this older version of mame. lr-fba-next understands the difference between PAR and DAR, which is why it works correctly by default.
or you could create a per-game config like this:
gamename.zip.cfg
aspect_ratio_index = "0" # Never save-on-exit after an override config # or the override will make into the core config. config_save_on_exit = false
(0 is 4:3 i think)
put that in the rom folder where sf2.zip (or whatever) is, and rename it as appropriate.
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That information is going to help me out a lot. Thanks.
I take it that this would not be an isolated situation and that similar AR issues in other games can be tracked back to this problem?
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I take it that this would not be an isolated situation and that similar AR issues in other games can be tracked back to this problem?
i think aspect ratios are definitely a bit weird and wonderful so you never know :) however i think the CPS2 games will all exhibit this problem with mame2003. personally, i sort of like pretending it isn't really a problem and letting them fill up my HDTV :)
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I can't say I blame you. It can end up being a lot of extra work. However, it's great that we have the option to to choose our approach to these things. Like a wise composer once wrote, "Well, the world don't move to the beat of just one drum". I think we can all learn a lesson from that. Along with the lesson that you shouldn't spend much time in a bicycle shop owned by Gordon Jump.
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@dankcushions Thanks! per game cfg works great for me.
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Just for reference, these should be the aspect ratios for retroarch configs
0: 4:3
1: 16:9
2: 16:10
3: 16:15
4: 1:1
5: 2:1
6: 3:2
7: 3:4
8: 4:1
9: 4:4
10: 5:4
11: 6:5
12: 7:9
13: 8:3
14: 8:7
15: 19:12
16: 19:14
17: 30:17
18: 32:9
19: config (video_aspect_ratio setting)
20: 10:9 (1:1 PAR)
21: Core Provided
22: CustomSome info here from when I was trying to get my head around it
http://smartretro.co.uk/forums/viewtopic.php?t=52 -
@Floob said in lr-mame2003 aspect ratio:
Just for reference, these should be the aspect ratios for retroarch configs
0: 4:3
1: 16:9
2: 16:10
3: 16:15
4: 1:1
5: 2:1
6: 3:2
7: 3:4
8: 4:1
9: 4:4
10: 5:4
11: 6:5
12: 7:9
13: 8:3
14: 8:7
15: 19:12
16: 19:14
17: 30:17
18: 32:9
19: config (video_aspect_ratio setting)
20: 10:9 (1:1 PAR)
21: Core Provided
22: CustomSome info here from when I was trying to get my head around it
http://smartretro.co.uk/forums/viewtopic.php?t=52If you use
video_scale_integer = true
does it effect usingaspect_ratio_index = "0"
. It seems like those two options wouldn't work together but maybe they do? -
@Riverstorm sure they work together. it just fits the biggest 4:3 whole number it can in your available screen resolution.
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@dankcushions said in lr-mame2003 aspect ratio:
@Riverstorm sure they work together. it just fits the biggest 4:3 whole number it can in your available screen resolution.
Ok, that makes sense, kind of. If you use
aspect_ratio_index = "0"
wouldn't that utilize the biggest 4:3 ratio in your available resolution and thenvideo_scale_integer = true
would be kind of redundant or not needed? I think I am missing the "synergy" between the two. -
@Riverstorm said in lr-mame2003 aspect ratio:
@dankcushions said in lr-mame2003 aspect ratio:
@Riverstorm sure they work together. it just fits the biggest 4:3 whole number it can in your available screen resolution.
Ok, that makes sense, kind of. If you use
aspect_ratio_index = "0"
wouldn't that utilize the biggest 4:3 ratio in your available resolution and thenvideo_scale_integer = true
would be kind of redundant or not needed? I think I am missing the "synergy" between the two.yeah, you're missing it :) integer_scaling forces resolutions to scale with whole numbers. that's the whole point of it - no scaling artefacts. that's why you end up with black borders often on the top/bottom, as it can't get a whole number scaling to fit into your exact resolution. you turn that off and it will just scale the image to fit to the top of the screen on the vertical, and as per the 4:3 ratio on the horizontal.
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@dankcushions said in lr-mame2003 aspect ratio:
yeah, you're missing it :)
Bare with me Dank! Let me try a example to understand.
Example monitor resolution is 1920x1080.
If I apply aspect_ratio_index = "0"
A 1920 x 1080 resolution monitor at a 4:3 ratio would be 1440x1080 with black borders.If I apply video_scale_integer = true
A 1920 x 1080 resolution monitor and a game at 320x240 will scale 4x up to 1280x960 with black borders.With both on will it be 1280x960 image because it applied video_scale_integer to the 1440x1080 aspect ratio? Does one get applied before the other? Does that make sense or am I still missing the train?
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@Riverstorm said in lr-mame2003 aspect ratio:
@dankcushions said in lr-mame2003 aspect ratio:
yeah, you're missing it :)
Bare with me Dank! Let me try a example to understand.
Example monitor resolution is 1920x1080.
If I apply aspect_ratio_index = "0"
A 1920 x 1080 resolution monitor at a 4:3 ratio would be 1440x1080 with black borders.If I apply video_scale_integer = true
A 1920 x 1080 resolution monitor and a game at 320x240 will scale 4x up to 1280x960 with black borders.With both on will it be 1280x960 image because it applied video_scale_integer to the 1440x1080 aspect ratio? Does one get applied before the other? Does that make sense or am I still missing the train?
it just goes up in integers until it runs out of space:
1x integer scale = 320x240 (fits into 1920x1080)
2x integer scale = 640x480 (fits into 1920x1080)
3x integer scale = 960x720 (fits into 1920x1080)
4x integer scale = 1280x960 (fits into 1920x1080)
5x integer scale = 1600x1200 (DOES NOT fit into 1920x1080 - 1200>1080)so 4x integer scale with borders is the best it can do with integer scaling 4:3 on a 320x240 source.
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@dankcushions said in lr-mame2003 aspect ratio:
it just goes up in integers until it runs out of space:
1x integer scale = 320x240 (fits into 1920x1080)
2x integer scale = 640x480 (fits into 1920x1080)
3x integer scale = 960x720 (fits into 1920x1080)
4x integer scale = 1280x960 (fits into 1920x1080)
5x integer scale = 1600x1200 (DOES NOT fit into 1920x1080 - 1200>1080)so 4x integer scale with borders is the best it can do with integer scaling 4:3 on a 320x240 source.
Ok, that makes sense. One more question, I should say answer! ;) I guess I didn't realize that 320x240 is already a 4:3 ratio. So in that case it would not matter which is applied first (video_scale_integer or aspect_ratio_index) because for a 320x240 game it is always going to be 1280x960 on a 1920x1080 monitor. Do all games work or at least a majority work out so nicely?
Does aspect_ratio_index scale to a perfect 4:3 at the largest possible resolution of the monitor while maintaining 4:3 or do you need video_scale_integer to scale it larger since technically 320x240 is already 4:3! :)
I don't know why but for some reason I can't quite put my finger on it but it seems it should make a difference if one or the other is on or if both it would change things but maybe it does not.
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@Riverstorm I'm really struggling to work out your question but as with most of these things you have all the hardware available to you to find out the answers yourself ;)
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@Riverstorm I think I see where you are coming from. Consider a game like Street Fighter II (384x224 I think). This game does not have a 4:3 pixel dimension (it's 12:7) so to fill an old arcade CRT, it was expected that you would adjust the timing on the display to STRETCH the pixels taller. To scale on a modern 4:3 screen, the vertical multiplier would have to be different than the horizontal. In this case, it would seem like 4:3 and Integer_Scaling are incompatible.
The way around this is to consider the pixels to be NON SQUARE, so that you CAN use an integer in both dimensions--just that the pixels are elongated to begin with. Pixel Aspect Ratio is not 1:1 in this case.
To @dankcushions point, it would be an interesting thing to test in practice. I use FBA for street fighter, but I am curious what would happen if I set it up in MAME with integer scaling and 4:3 aspect ratio.
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@caver01 said in lr-mame2003 aspect ratio:
@Riverstorm I think I see where you are coming from. Consider a game like Street Fighter II (384x224 I think). This game does not have a 4:3 pixel dimension (it's 12:7) so to fill an old arcade CRT, it was expected that you would adjust the timing on the display to STRETCH the pixels taller. To scale on a modern 4:3 screen, the vertical multiplier would have to be different than the horizontal. In this case, it would seem like 4:3 and Integer_Scaling are incompatible.
The way around this is to consider the pixels to be NON SQUARE, so that you CAN use an integer in both dimensions--just that the pixels are elongated to begin with. Pixel Aspect Ratio is not 1:1 in this case.
To @dankcushions point, it would be an interesting thing to test in practice. I use FBA for street fighter, but I am curious what would happen if I set it up in MAME with integer scaling and 4:3 aspect ratio.
Thanks Caver, I think you understand it but I might have to digress. I read it several times to try and put the pieces together but it's clear there are several aspects I don't fully understand. I think another layer of math is thrown in there to calculate non 1:1 aspect ratios but it seems you would almost need to have the pixel height or width to calculate the other "axis" correctly to compensate a non-square pixel. There's way more complexity that I would have originally thought.
I was shooting for a "blanket" setting to start and be more granular from there but it's like each game has it's own caveats.
Is there a website that has the information of pixel dimensions or aspect ratios of Arcade/MAME games by chance? I think that would be helpful when trying to adjust settings for a game that might look a bit off.
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@Riverstorm said in lr-mame2003 aspect ratio:
I was shooting for a "blanket" setting to start and be more granular from there but it's like each game has it's own caveats.
the blanket setting is to not mess with the aspect ratio and let the core do its job :) CPS2 games on mame2003 are only an issue because of a very specific bug on that core. usually, you shouldn't touch the aspect ratio.
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