Roel wrote:Thanks for the tip! I have looked it up and MoopTheHedgehog's work looks well-researched.
848x480 might do the trick, but the frame rate would suffer because the TA would have to render 32.5% more pixels than normal, which is obviously a very significant amount. But I could probably solve that by rendering the game in a slightly smaller area surrounded by a black frame.
Protofall wrote:No problem. Also note that aside from the native resolutions (Which one of them is 848x480 60Hz), most other resolutions have different display resolutions to frame buffer resolutions. The vertical resolution is always the same, but the horizontal one is stretched out (Sometimes by a factor of a weird decimal number, or sometimes by an integer). You can find the frame buffer sizes (And scales) in this file: https://github.com/Moopthehedgehog/Drea ... _support.h
Protofall wrote:And yeah, the black frame idea is a good one. Before MoopTheHedgehog made his discoveries, I had an idea to have a "widescreen letterbox-ed" resolution which is just normal 640x480, except you only render in a 640x360 area with 60-pixel high black bars on top and bottom. Also note some of Moop's resolutions don't work on some TVs. I think those native resolutions are supported on all systems though.
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