[Mednafen PSX] Initial/Last Scanline Settings Not Updating Image Height

Silent Hill renders the game with 224 pixels vertically. So I have configured the Mednafen PSX core to cut off the first 8 and last 8 scanlines. This works just fine with non-integer scaling to fill the screen. (before / after)

However, if I activate integer scaling, the image is still being scaled as if it is 240px tall, and not 224px tall. So it gets scaled to 1280x960 instead of 1195x896

[ul] [li]“Integer” 4:3 aspect ratio scaling - incorrectly scales to 1280x960 and gives uneven scanlines. (It’s much worse without the Pixellate shader too.) [/li][li]Custom 1195x896 mode - scales perfectly so scanlines are evenly spaced [/li][/ul] The core should report the new image height when the initial/last scanline options are used.

This doesn’t solve your issue but instead of using the start/end scanline options, the image-adjustment shader has overscan masking that you can apply to the normal, full-res integer-scaled image.

[QUOTE=hunterk;37061]This doesn’t solve your issue but instead of using the start/end scanline options, the image-adjustment shader has overscan masking that you can apply to the normal, full-res integer-scaled image.[/QUOTE]Thanks for the suggestion. I did try using that shader, but it doesn’t really help.

There are two options available for image-adjustment: overscan masking and overscan %. Overscan masking just blacks out the scanlines, it doesn’t crop them. (before / after) This is useful for games which display junk pixels in cores that don’t offer initial/last scanline options, though it does apply equally to the top and bottom, you can’t just crop off the bottom two lines, as I’d like to in that first example. I was also mistaken about Silent Hill in my original post - the crop I used was 8px/7px, so it’s 225px tall.

The overscan % option can scale the image vertically to fill the height of the screen again, but that seemed to be an ugly low-resolution scaling of the image, unlike pixellate. Ideally every core would offer an initial/last scanline option, and adjusting that would change the height that RetroArch scales the image by.

It’s possible to work around this just now with a custom viewport, or by using non-integer scaling and disabling scanlines, but it seemed like the height used for the integer scaling calculation should be changing with the core’s scanline options.

I just split up the overscan masking options to top/bottom/left/right, so you can do uneven masking.

[QUOTE=hunterk;37065]I just split up the overscan masking options to top/bottom/left/right, so you can do uneven masking.[/QUOTE]Thank you.

I can’t seem to log into my old account, or post a new topic here.

The Beetle PSX HW core seems to ignore the scanline settings altogether. RA 1.6.7 and the Beetle PSX HW 0.9.44.1 05892b1

And though it looks really good, it seems to always be rendering in 32-bit regardless of whether you select 16/32 bit.

Beetle PSX HW is still ignoring the scanline settings and does not crop the image.