A good article on the correct aspect ratio of DOS games
A good article on the correct aspect ratio of DOS games
Gamasutra: Felipe Pepe's Blog - No, MS-DOS games weren't widescreen: Tips on correcting aspect ratio
- dr_st
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Very nice article indeed. Although I think he kind of did not explain the main point of the first part clearly.
320x200 (or 640x400) is a 8:5 resolution, but it was filling the entire 4:3 CRT, because the pixels weren't square. But the key is this: the reason those games looked correct on 4:3 CRTs (and look incorrect on 8:5 LCDs), is because the graphics were drawn to correspond to non-square pixels in the first place.
320x200 (or 640x400) is a 8:5 resolution, but it was filling the entire 4:3 CRT, because the pixels weren't square. But the key is this: the reason those games looked correct on 4:3 CRTs (and look incorrect on 8:5 LCDs), is because the graphics were drawn to correspond to non-square pixels in the first place.
Here's another great post on the subject:
Retro-gaming Enthusiasts Are Getting It All Wrong
Retro-gaming Enthusiasts Are Getting It All Wrong
A good article on the correct aspect ratio of DOS games
I just found this interesting video:
https://www.youtube.com/watch?v=YvckyWxHAIw
https://www.youtube.com/watch?v=YvckyWxHAIw
A good article on the correct aspect ratio of DOS games
Recently I came across a few more interesting sources on the subject, which I am presenting here in no particular order:
The Quest for Pixel Perfect DOS Emulation
320x200 : The Resolution of Choice for the IBM PC
Classic DOS Pinball Games, Mode X and What they can Teach Us about Aspect Ratios
Oddball EGA and VGA Resolutions, When the Standard Resolutions Aren't Used
Jazz Jackrabbit on an actual CRT
The Quest for Pixel Perfect DOS Emulation
320x200 : The Resolution of Choice for the IBM PC
Classic DOS Pinball Games, Mode X and What they can Teach Us about Aspect Ratios
Oddball EGA and VGA Resolutions, When the Standard Resolutions Aren't Used
Jazz Jackrabbit on an actual CRT