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Showing content with the highest reputation on 11/19/21 in all areas

  1. @LaserschwertHere is a scan of my Kixx box for Zak. I tried to put some weight into the box lid to flatten it out so it would scan without being blurry. I also covered it in dark material. Let me know if it's still problematic and I can re-scan. I also re-scanned the manual from this edition. https://drive.google.com/drive/folders/1iRSobEa75Fi5vfiLxfk8u3T41OQ8gdU2?usp=sharing
    1 point
  2. Oh man, the new foreground in the office excites me a lot. Very Scumm-y! Saw it in this 23 minutes of gameplay video.
    1 point
  3. Force aspect ratio correction will stretch 320x200 games to 320x240 so you get the right aspect ratio, but since 240 isn't divisible by 200 you end up with some of the original pixels being twice the height of the others. It looks a bit uneven. The pixels of 320x200 games were 1.2 times as tall as wide, or 1.2:1. They weren't square. Ideally, these games should be run at 1600x1200. 1600 / 320 = 5 and 1200 / 200 = 6 so each original pixel would be scaled up to be 5 pixels wide and 6 pixels tall. Since 6 / 5 = 1.2, they would then keep their original shape. In ScummVM, OpenGL can do this because it performs aspect ratio correction and rescaling in one pass. The problem is that the GUI doesn't allow you to specify a resolution directly. You have to resize the window manually and hope it hits on the right resolution. DOSBox lets you set the resolution directly in its config file.
    1 point
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