I’m trying to run Rayman (NTSC) for the PS1. This game does not ever fill the last scanline, and it remains black throughout the entire game, so I set the core option “Last Scanline” to 238 to crop that off. However, after doing that, when setting the aspect ratio to 1:1 PAR in the Video Settings, it still sets it to an exact 4:3 ratio, even when enabling integer scaling, meaning that there is a shimmer effect when the screen scrolls up. The aspect ratio should be 320:239 when I crop off the last scanline, which would provide perfect integer scaling.
Yeah, the core provided and 1:1 aspect options don’t compensate for changing the scanline options in that core. The only core that does is the beetle-saturn core. I think this commit was what made it do it, so someone could bug retro-wertz to bring that fix over to the PSX core (PCE-Fast could use it too :P). The Saturn core even updates scanline option changes in real time, which could also probably be brought to the other Mednafen based cores.
For the time being, I went through my PCE and PSX games and set custom aspect ratios in per game override configs to compensate for the scanlines I cropped off.
psx renders based of based on a fixed width, height i believe, this is needed so display frame would not keep changing to different scales incase of content that switches interlaced/non-interlaced or other modes that switches resolution as i did with saturn.
pce_fast should be able to switch scanlines on-the-fly too, is it not?
ok there seems to be a 1:1(DAR 4:3) and an 1:1. maybe you meant to want to use 1:1?
I thought it was like PSX and needed to be restarted, but it does change on the fly.
That was something else I forgot to mention; that PAR and Core Provided are the same aspect.
I actually use the Crop Overscan (Reload) core option to switch to DAR (4:3) since it chops off the vertical black bars and stretches the image. Though I also have to use custom image offset settings for some games that aren’t centered (Ex.: FFVII needs a -2 offset) to not crop off active pixels. And I still have to combine that with my custom aspect overrides to also account for the cropped vertical bars, of course. PSX is one of those systems where it seems like half the games accounted for being stretched to 4:3, whereas the other half have perfect geometry with PAR.