Re: MiSTer Custom Aspect Ratios for Horizontal Integer Scaling
Posted: Fri Jul 09, 2021 10:38 pm
Most of it is self-explanatory.
Visible pixels is the horizontal resolution of the core.
Visible lines is the vertical resolution of the core.
Pixel clock in mhz is more difficult to find out for arcade cores but you could use references like https://pineight.com/mw/index.php?title=Dot_clock_rates though it isn't guaranteed that's the pixel clock the mister core is running at.
The output will include a 1200p custom_aspect_ratio line you can copy paste in your mister.ini for that specific arcade core tag. The arcade core name (you will need this for the tag in the ini) can be seen in the mister menu when the core is loaded, alternatively you can find the name in the MRA files.
Example for ghost 'n ghoblins in the mister.ini file (just an example, not claiming these values are correct or recommended):
The info after ; is just commentary to denote the values used and the PAR it translates to - it can be left out of the ini.
Visible pixels is the horizontal resolution of the core.
Visible lines is the vertical resolution of the core.
Pixel clock in mhz is more difficult to find out for arcade cores but you could use references like https://pineight.com/mw/index.php?title=Dot_clock_rates though it isn't guaranteed that's the pixel clock the mister core is running at.
The output will include a 1200p custom_aspect_ratio line you can copy paste in your mister.ini for that specific arcade core tag. The arcade core name (you will need this for the tag in the ini) can be seen in the mister menu when the core is loaded, alternatively you can find the name in the MRA files.
Example for ghost 'n ghoblins in the mister.ini file (just an example, not claiming these values are correct or recommended):
Code: Select all
[gng]
custom_aspect_ratio_1=32:35 ; 256:224 @ 8.000, 4:5 PAR (1024:1120)