[QUOTE=Awakened;28602]I made per game override configs for my PSX games using the initial and last scanline options to cut off the vertical blackness. It’s a pain since not many games have the same number of black scanlines so I was only able to copy configs for a few. And I also needed to set a custom aspect ratio for each since the image is stretched vertically when you cut off those scanlines. I figured out the aspect ratio by making a screenshot of gameplay in a 1x resolution window, pasting that in Paint.Net and selecting the non-black area. Then divide the width by the height of the selected area to get the decimal you need to use for “video_aspect_ratio =” in the config. The 1x screenshot is also useful for measuring the amount of scanlines you need to cut off the top and bottom. And since the scanline options are core options, you either need multiple core option files, or point to your override config file as the core option file with “core_options_path =”.
Doing that basically zooms into the image without distorting anything. Well, there’s also the annoying part where some games seem to be designed with pixel aspect ratio (Sony BIOS logo diamond is squished) in mind, while others are designed for display aspect ratio (Sony BIOS logo diamond appears correctly). You have to turn off crop overscan to get the squished aspect (padded with extra black bar space on the sides). That’s what the PSX actually output, but some games don’t have perfect circles unless you crop that overscan and stretch to 4:3. Or fiddle with the aspect ratio for those games to stretch them properly including the overscan padding. I did that since crop overscan cuts off some of the viewable horizontal area in some games. I figured out some simple math to get the correct decimal to use for display aspect games, but I forget it at the moment.
So if you want to use the maximum vertical area of your display and have perfect geometry, PSX takes some work. Here’s an example override config and screenshot of the output:
video_aspect_ratio = "1.5459"
core_options_path = ".\Config\Mednafen PSX\Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (v1.2) [En by Gemini+Throughhim413 v1.0].cfg"
beetle_psx_cdimagecache = "disabled"
beetle_psx_dithering = "enabled"
beetle_psx_initial_scanline = "20"
beetle_psx_initial_scanline_pal = "0"
beetle_psx_last_scanline = "226"
beetle_psx_last_scanline_pal = "287"
beetle_psx_analog_toggle = "disabled"
beetle_psx_enable_multitap_port1 = "disabled"
beetle_psx_enable_multitap_port2 = "disabled"
beetle_psx_use_mednafen_memcard0_method = "libretro"
beetle_psx_experimental_save_states = "disabled"
beetle_psx_shared_memory_cards = "disabled"
beetle_psx_widescreen_hack = "disabled"
beetle_psx_widescreen_auto_ar = "disabled"
These settings do cut off some viewable area in the title screen and file select, but I wanted no vertical area blackness in gameplay :D. That’s the crt-easymode-halation shader, BTW.[/QUOTE]
[QUOTE=hunterk;28604]I just live with them. If you want to chop some off, ~8 px top and bottom is probably fine/safe and would be in-line with NES/SNES/Genesis overscan borders.
EDIT: or you can do what Awakened said, though it’s obviously a lot of work :)[/QUOTE]
Thanks guys. I initially wondered if manually setting a custom aspect ratio by setting increments 3 vertically and 4 horizontally untill the black bars are gone would work, but I’m guessing it isn’t that simple.
I’m speculating here, but surely when the Playstation is played on a CRT the signal is a certain width and a certain height with some of the image cropped by the overscan. So would it not be possible to just crop the image to simulate the characteristics of a particular CRT, or do CRTs actually detect the difference between the black borders and an image?
Edit: I momentarily forgot that the Playstation is actually switching resolution and CRT doesn’t have a fixed resolution. I’m tired 