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== How to get "Pixel-Perfect" Rendering in VBAGX ==
 
== How to get "Pixel-Perfect" Rendering in VBAGX ==
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Current version I'm using is 2.2.2.
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Current version I'm using is 2.2.5.
    
Tantric has fixed FCEUGX and SNES9xGX so that they render perfectly (yay), but VBAGX still suffers from this issue (when using "Unfiltered" graphics). Specifically, what happens is that the graphics are stretched or scaled weird, so that some rows of pixels are too fat, or some rows are too thin, causing distortions. It was hard for me to work out the specific settings in VBAGX, because it took me a while to find some games that had a good pattern of pixels to use to judge how accurately things were being rendered... and also, regular GB games use different settings than GBA games.
 
Tantric has fixed FCEUGX and SNES9xGX so that they render perfectly (yay), but VBAGX still suffers from this issue (when using "Unfiltered" graphics). Specifically, what happens is that the graphics are stretched or scaled weird, so that some rows of pixels are too fat, or some rows are too thin, causing distortions. It was hard for me to work out the specific settings in VBAGX, because it took me a while to find some games that had a good pattern of pixels to use to judge how accurately things were being rendered... and also, regular GB games use different settings than GBA games.
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The games I used are:
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- And now I've also found that the settings you need are different if you're using a non-widescreen TV (or if you have it set to standard 4:3 in the Wii menu -- 480i or 480p doesn't matter). I'll add the correct settings at the very bottom in case you are using a non-widescreen TV.
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The games I used to test this are:
    
For regular GB: Dragon Warrior Monsters. The pattern on the rug and lines in the floor of the first screen work pretty well to used to judge that everything is being rendered correctly, but if you play a little bit into the game, after you talk to the king, you go to a monster pen in a grassy field. Then walk to the top left, and the sky has a checkerboard pixel pattern that allows you to easily see if all the pixels are the same size or if they are distorted. Make a save state there if you want to be able to quickly return here to check the scaling.
 
For regular GB: Dragon Warrior Monsters. The pattern on the rug and lines in the floor of the first screen work pretty well to used to judge that everything is being rendered correctly, but if you play a little bit into the game, after you talk to the king, you go to a monster pen in a grassy field. Then walk to the top left, and the sky has a checkerboard pixel pattern that allows you to easily see if all the pixels are the same size or if they are distorted. Make a save state there if you want to be able to quickly return here to check the scaling.
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So anyway, you should be able to tell right away that these checkerboard patterns of pixels are distorted.... Unless you're using Filtered Rendering, which makes everything kind of blurry.... If you like it that way, you really don't need to mess with any more settings :P
 
So anyway, you should be able to tell right away that these checkerboard patterns of pixels are distorted.... Unless you're using Filtered Rendering, which makes everything kind of blurry.... If you like it that way, you really don't need to mess with any more settings :P
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But if you're picky like me, first go into the Video Settings for the emulator and make sure Rendering to Unfiltered.... and now you'll be able to see the distortion....
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But if you're picky like me, first go into the Video Settings for the emulator and make sure Rendering is set to Unfiltered.... and now you'll be able to see the distortion....
    
Quickly, the settings that will get rid of the distortions are:
 
Quickly, the settings that will get rid of the distortions are:
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Since the GBA end result is going to look the same no matter which "Scaling" setting you use, you just have to decide if you want the thin "Maintain Aspect Ratio" setting or the fat "Stretch to Fit" setting in your regular GB games, (since the Scaling setting is shared by both GB and GBA games), then just go in and set the appropriate Zoom levels for the GB and GBA games separately, according to the lists above for the correct Zoom settings... and the emulator will remember the Zoom settings for each type of game and use them when you load either a GBA or GB game.
 
Since the GBA end result is going to look the same no matter which "Scaling" setting you use, you just have to decide if you want the thin "Maintain Aspect Ratio" setting or the fat "Stretch to Fit" setting in your regular GB games, (since the Scaling setting is shared by both GB and GBA games), then just go in and set the appropriate Zoom levels for the GB and GBA games separately, according to the lists above for the correct Zoom settings... and the emulator will remember the Zoom settings for each type of game and use them when you load either a GBA or GB game.
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- Ok, if you are using a non-widescreen TV, there doesn't seem to be a good setting for "Maintain Aspect Ratio" but there is one for "Partial Stretch" (and I think "Stretch to Fit" is identical).
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So, for GBA games:
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* Partial Stretch, Vertical Scaling 67%, Horizontal Scaling 75%
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For standard GB games:
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* Partial Stretch, Vertical Scaling 90%, Horizontal Scaling 75%
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--[[User:Mr. Reaper|Mr. Reaper]] 18:29, 14 November 2010 (CET)
 
--[[User:Mr. Reaper|Mr. Reaper]] 18:29, 14 November 2010 (CET)
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