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Discussion in 'NDS - Emulation and Homebrew' started by KOman, May 25, 2010.
the whole image fits on the DS screen?
Nope, afraid not. Unless you'd rather play at half speed with no sound on a much older version with far fewer features. Current versions of JenesisDS use a hardware renderer, and due to the way DS hardware works, it's impossible to scale the graphics like you want. There was an older version bundled with release 0.4 that used a software renderer which could scale the graphics fully. Like i said though, it has no sound, it's very slow, and it's just old. Lordus (the programmer) ended up scrapping the software version and focusing on the hardware one. I think the tradeoff was quite fair as we eventually got a massive speed boost making 98% of Genesis games working full speed, as well as sound support that sounds pretty darn good.
But feel free to track down that old 0.4 release that comes with the software version if scaling is so important. Personally, i just turn scaling off, i detest squished graphics and would rather have a bit of the HUD cut off than make everything look all stretched. And i value the speed and sound.
hmm, I think I'll stick with the current version then . Thanks for the response,
You can always set the screen to follow the dpad in the options so it will scroll the screen left or right as you play. I've found that to work out pretty well.
yeah, but sometimes menu-heavy games (such as Shadowrun) require a lot of playing around to read everything. I'm a perpetual noob, so bear with me, but I don't see how making the screen smaller (perhaps with a black border to make up for the aspect ratio differential) would cause the games to run slower, as a smaller screen resolution usually means less work, right?
It's not that simple, but unfortunately the details are a bit complicated. The DS, being a game machine, has some dedicated 2D graphics hardware. "Hardware rendering" means translating Genesis graphics commands to DS graphics commands, which greatly increases speed. The alternative is "software rendering" in which you determine what the screen should look like in memory and then paint it to the screen pixel by pixel, which is a more graphically accurate but much slower way of displaying the graphics. The issue here is that with hardware rendering, you can't squish the screen horizontally. You would have to use software rendering to do that, and the use of the renderer itself is what would cause the slowdown.