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Emulator Issues #9089

closed

Feature Request - Capture at Native Resolution Instead of What the Screen is Stretched to (F9)

Added by wildgoosespeeder over 8 years ago. Updated over 8 years ago.

Status:
Duplicate
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Sounds like a simple request. Self-explanatory.


Related issues 1 (0 open1 closed)

Is duplicate of Emulator - Emulator Issues #6691: [Feature] Dump fullsize XFB copysFixed

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Actions #1

Updated by phire over 8 years ago

Actions #2

Updated by phire over 8 years ago

  • Status changed from New to Duplicate
  • Issue type changed from Bug to Feature request
Actions #3

Updated by wildgoosespeeder over 8 years ago

Oh? It's been requested two years ago? What's taking so long? :P JK.

Anyways, I bring it up because Kolano mentioned that my uploads have been kind of expensive on the Wiki. It's always a pain in the butt to get the resolution exactly to what the IR is set at.

Actions #4

Updated by phire over 8 years ago

The problem isn't as simple as it sounds to solve.

Sure many games render at 640x480, but they they almost always have a weird aspect ratio (even the non-widescreen games) which means the screenshot might actually need to be 708x480 to get the correct result.

The screenshot code is also a huge mess, so any plans to improve it involve re-writing the whole thing.

You could try the "Auto Adjust window size" option, to get the window the correct size for a screen shot. But that often does the wrong thing. For example, F-Zero GX in widescreen mode auto-resizes to 640x480, resulting in a 640x360 screenshot (which might actually be what you wanted, who knows)

Actions #5

Updated by wildgoosespeeder over 8 years ago

phire wrote:

The problem isn't as simple as it sounds to solve.

Sure many games render at 640x480, but they they almost always have a weird aspect ratio (even the non-widescreen games) which means the screenshot might actually need to be 708x480 to get the correct result.

The screenshot code is also a huge mess, so any plans to improve it involve re-writing the whole thing.

You could try the "Auto Adjust window size" option, to get the window the correct size for a screen shot. But that often does the wrong thing. For example, F-Zero GX in widescreen mode auto-resizes to 640x480, resulting in a 640x360 screenshot (which might actually be what you wanted, who knows)

Seems like the code doesn't factor in if a widescreen option is enabled (forced 16:9 or native Wii widescreen options). Sounds like a simple Boolean fix to me.

As for trying your suggestion, the screenshot didn't get any lower in resolution.

With the newly given information, 640x480 (853x480 for widescreen stretching) is what a TV displays at for SDTV. Windows Movie Maker helped me with that. Doesn't sound that bad though even though technically it is wrong (I've seen Luigi's Mansion at 640x528 and Super Mario Sunshine is 640x480).

Actions #6

Updated by wildgoosespeeder over 8 years ago

wildgoosespeeder wrote:

phire wrote:

The problem isn't as simple as it sounds to solve.

Sure many games render at 640x480, but they they almost always have a weird aspect ratio (even the non-widescreen games) which means the screenshot might actually need to be 708x480 to get the correct result.

The screenshot code is also a huge mess, so any plans to improve it involve re-writing the whole thing.

You could try the "Auto Adjust window size" option, to get the window the correct size for a screen shot. But that often does the wrong thing. For example, F-Zero GX in widescreen mode auto-resizes to 640x480, resulting in a 640x360 screenshot (which might actually be what you wanted, who knows)

Seems like the code doesn't factor in if a widescreen option is enabled (forced 16:9 or native Wii widescreen options). Sounds like a simple Boolean fix to me.

As for trying your suggestion, the screenshot didn't get any lower in resolution.

With the newly given information, 640x480 (853x480 for widescreen stretching) is what a TV displays at for SDTV. Windows Movie Maker helped me with that. Doesn't sound that bad though even though technically it is wrong (I've seen Luigi's Mansion at 640x528 and Super Mario Sunshine is 640x480).

Never mind, I got it to do what I wanted but the resolution is not 640x528 or 640x480 but something 600x450. It also tends to crash Dolphin and my display driver.

Wouldn't it be easier to disable the old code that saves to the user's folder and then tell the keypress or GUI button events to look at the true buffer (the right IR resolution) and not the windowed buffer (the wrong resolution)? That way the new code can take effect and then later the developers can remove the code when they are ready to?

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