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  1. #1
    Bored Potato Nicholas Steel's Avatar
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    Quote Originally Posted by Gleeok View Post
    How does ZC look like crap at high resolutions? I removed the sbig stuff back during RC3 in favor of allowing users to set any arbitrary window size/resolution -- it should scale perfectly to any size rect while maintaining aspect ratio. If you are getting hardware stretching in full-screen you need to set res_x, res_y to match the ratio in your display settings.
    Oh? I didn't realize this! I was just using 640x480 under the assumption that higher resolutions still had massive black borders all around the screen.

    Edit: Very awesome, no more shitty blurry upscaling! Hooray for crisp pixellated graphics!
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  2. #2
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Quote Originally Posted by franpa View Post
    Oh? I didn't realize this! I was just using 640x480 under the assumption that higher resolutions still had massive black borders all around the screen.

    Edit: Very awesome, no more shitty blurry upscaling! Hooray for crisp pixellated graphics!
    I guess we need to start writing things down. :lol smily: I forget what stuff does all the time... >_>
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    Bored Potato Nicholas Steel's Avatar
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    Quote Originally Posted by Gleeok View Post
    I guess we need to start writing things down. :lol smily: I forget what stuff does all the time... >_>
    I notice that it doesn't scale up the display at 1920x1080 as much as Zelda Classic 1.92b183. In 2.50 Release Candidate 5 at 1920x1080 there is about an inch of wasted space below the gameplay display and also above the gameplay display. In 1.92b183 at 640x480 with sbig=1 there is about 1 centimeter of wasted space above and below the gameplay display.

    Anyways to have 1920x1080 fill in the empty vertical space while retaining correct aspect ratio?
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  4. #4
    The Time-Loop Continues ZC Developer
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    Unfortunately I don't have those display options. Can you post a screenshot?
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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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