Hi. Just tried the new build for Wii and these native resolutions looks great! Only issue I noticed is that there doesn’t seem to be a native resolution for the Neo-Geo core. The closest is 320x224, but from what I’ve read, the proper res. should be 304x224. The main issue is that there are weird scrolling issues when using the double-strike modes with point filtering and the incorrect resolution - a wavy effect. Bilinear filtering fixes the scrolling problem but of course the image isn’t as sharp. Is there a way to add this resolution in the future (if I’m right about that). Also, might there be a way to disable any type of filtering entirely when using the double-strike mode? Is point filtering even needed when you are displaying a scanlined image? I wonder if disabling the filtering would fix the problem as well. Thanks a bunch, and great work on the emulator! So nice to finally play these games with the proper display.
These are all the texture filters available in libogc for GX -
http://libogc.devkitpro.org/group__texfilter.html#gab3c71309b1cd91c6a6680c06efc5ed1a
#define GX_NEAR 0
Point sampling, no mipmap
Point sampling is what we refer to as ‘point filtering’. It should be the closest thing there is to having no filtering applied - especially in combination with setting VI Trap on/off.
Anyway, I can add that resolution for you - 304x224 that is.
Cool thanks. I looks forward to trying that resolution. Again, from what I’ve seen, 304x224 should be the correct one. Funny thing - on Virtual console, Metal Slug 1 and X look fine and scroll properly, but they must have used the wrong resolution for Slug 3 because you get that weird warping of the pixels when the screen scrolls. I should correct what I said earlier - it seems like when you have the proper native resolution set, there is no difference between bilinear and point filtering. I actually just tested a real snes and genesis and compared to retroarch and it looks identical, so I guess the filtering makes no difference at all. And when I say “identical” I mean pixel-perfect.
Unbelievable how much difference double-strike makes. Anyways, thanks again for looking into this!
One more question and comment about these resolutions. For SNES, I’m using 256x224p. If I set it to 512x224p, it looks sharper, and upon closer inspection, it looks just as crisp to the actual SNES version (via S-video). I noticed the same thing with Genesis at 640x224p as opposed to 320x224, and also with the Neo-Geo games that work at this resolution. Why would using the higher resolution look more accurate compared to the natives? Doesn’t the image have to be scaled all the way to fit the 640 NTSC signal anyways? How did the original consoles accomplish this scaling? Just curious because I noticed it when I was testing to see what resolutions worked for some of the Neo games. Also, since using the doubled horiz. res. seems to be the way to go, can you also add 608x224p? Some games work at 320x224p and 640x224p, some don’t. It looks like the Neo-Geo actually had 2 resolutions. Thanks again for a great emulator!
Yeah, nintygaming on RetroArch Wii actually discovered the reason for this when he emailed Eke-Eke about it -
Anyway, RetroArch should allow you the flexibility to set it however you like.
I’ll add those extra modes before releasing the new version of RetroArch Wii today/tomorrow.
Thanks for the explanation. Would doubling 384x224 for CPS1/2 be impossible in that case, since it exceeds 720? Maybe even a 576x224p mode for some of those Konami games (TMNT, Simpsons, etc.) Its just too bad that none of the newer consoles support, or likely will ever support 240p again. I’d love to see some proper CPS3. Thank you once again for putting so much effort into this and accepting feedback. Can’t wait to try the new Neo modes!
Just tried the new build, and that new Neo resolution fixed the scrolling problems with some of the games. If 320x224p doesn’t work, 304x224p does. Its basically just trial and error. Thanks for adding that!
We’re going to have Eke-Eke take a look over our Wii video code - it might be possible that all these ‘resolution lists’ will have to be either downscaled or removed - it’s entirely up to his judgement. We will want to aim for accurate scaling without distorting the picture and without any potentail for breakage.
Sounds great, as long as there’s the option for the two resolution for neo games, unless its possible to do it on a game by game basis. One thing I just noticed is that most Neo Geo games on Virtual Console have scrolling problems…not just Metal Slug 3. Getting back to what I asked about earlier, I actually A and B’d a lot of these resolutions with 2 Wii’s hooked up. 512x224 looked better than 256x224 for SNES of course, but there doesn’t seem to be a difference with say 320x224 and 640x224 for Genesis and Neo. I swore 640 looked better when I was using just one console, but my eyes were playing tricks on me. All of these resolutions look identical to the original consoles anyway, and believe me, I’ve compared them all. Even the CPS2 and Neo Geo games look the same, all tested with the original arcade boards hooked up to my TV with a Supergun. The original picture may have to be scaled up to Wii’s 720x240, but original consoles had to scale them up anyways to fit the 4:3 ratio on a CRT. If I’m not mistaken, the US NTSC signal is 720x480i for a CRT, which I’m sure is why Nintendo went with that resolution for Wii. I can only assume this is why they look the same. In the end, who cares - it looks great!
The maximum resolution for the internal framebuffer of the Wii (EFB) is 640 x 528. You can’t go any higher than that. Display output resolution is a different thing entirely.
The picture isn’t actually scaled to 720 if you read Eke Eke’s answer closely. Rather, most of the difference between 640-720 is made up of inactive pixels, similar how the difference between 224 and 240 should be made of blank lines.This makes sense if Wii pixels are always square, since 720x480 isn’t 4:3 in such a case.