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Right, but I'm suggesting scaling the screen by different ratios vertically and horizontally, so the aspect ratio would be changing/different from either the DS (4:3) or 3DS (5:3)'s native aspect ratios. Sorry about my terrible understanding of the terminology here, you're doing well to understand what I'm saying anyway.Funnily enough you can derive the aspect ratio from the DS' original resolution too, because it has the same aspect ratio Also, I said matrix hardware, not TwlBg. Of course the software has to care, because it's using OpenGL to draw the image. But since the matrix unit it just a very clever image stretcher, we can ignore the resolution entirely because the aspect ratio remains the same.
But yeah, I get your point.
Is this math right, because that sounds super confusing to me. The original DS's resolution was 256*192, but (24/12)*256 = 512, not 384. What exactly is the matrix hardware multiplying by?Nope. Unless you are okay with partial stretch (instead of 400 wide, which is 25/12 stretching, you get 384, which is 24/12, which can be simplified to 8/4 for the matrix hardware).