![]() When ScummVM starts a game in fullscreen mode, it asks the SDL library for a screen of a certain resolution, say 640x480 (that's what it asks if you start a 320x200 game and chose a 2x scaler and aspect ratio correction). In fact, in principle, this is already solved, so for reasons of weirdness in the OS / graphic card drivers / monitors, this does not always work for everybody (though it worked fine for me for many years on various systems including some with a monitor connected using an old-style VGA cable.) Of course it is possible to solve this in software. Thank you, and I apologize if any of my assumptions are incorrect For now my solution was to play in windowed mode, but this little workaround of mine seems and feels very silly, even to myself. 4.375).Ĭondisidering that most (all?) games ScummVM supports were developed with 4:3 displays in mind, without this option any game played fullscreen will inevitably appear vertically squashed (or horizontally expanded, depending on the point of view). Would it be possible to scale the game to not fill the whole screen, but an equivalent pillarboxed area of 1400 by 1050 pixels? With pillars 140 pixels wide on either side? This would imply equally scaling height and width by the same factor of h/240, where h is the native vertical resolution of the display in question (in my case, a factor 1050/240, ie. Enabling the aspect ratio correction, the game would be rendered at 320x240. ![]() I own a 16:10 monitor, with a native resolution of 1680x1050. I would like to play fullscreen, but in "pillarboxed" mode, as to preserve the (post-"aspect ratio correction") aspect ratio of 4:3 (320:240), even on wide screens. That said, I was wondering if it were possibile to have something else too. The presented video options have to be set for the default and the double-strike modes independently.Hello, long-time user of ScummVM but first-time poster here.īeing aware of the "aspect ratio correction" option in ScummVM, I'm led to understand that such option serves the purpose of playing in proper QVGA 320x240 resolution rather the the native 320x200 with rectangular pixels, typical of certain SCUMM games. Pressing 1 on the Wiimote or R on the Gamecube pad opens this dialog. If the picture gets cropped or black bars are visible, use the Wii options dialog to adjust the video output to your display device. Turning this option off results in pillarboxing (black borders on the left and right sides), but the aspect ratio will be kept. If your Wii is set to 16:9, this will stretch the picture to fullscreen. This video mode is not available on the Wii or Gamecube, and this feature stretches the picture to 320x240 pixels to the original 4:3 aspect ratio. Some games run at a native resolution of 320x200 pixels using non-square pixels for a 4:3 display. This is a feature of the GPU (no game performance loss). Only available for games with a vertical resolution of 240 pixels or less.īilinear filtering softens the picture to some degree. Not all display devices support these modes. These modes improve the picture quality for low-res games, especially on CRTs. On interlaced modes this means that only one field is used for rendering, effectively using progressive frames (240p) with no "combing" effect. Shift (Mass-add for the launcher, combined with start: GMM)ĭouble-strike modes render at half the vertical resolution. Shift (Mass-add for the launcher, combined with home: GMM) Gamecube: Load "/apps/scummvm/scummvm-gc.dol" with your favorite loader.Wii: Either use The Homebrew Channel, available at and or load "/apps/scummvm/boot.dol" with your favorite loader.DVDX can be installed through the HackMii installer, available at A DVDX install is required for DVD support. Copy your demos and/or games to the SD card, USB mass storage device or burn them on a DVD-R using the ISO9660 standard.Copy the "scummvm" folder to the "/apps" folder of your chosen storage media.Wiimote or Gamecube controller in port 1.Supported SD card or USB mass storage device.
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