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Topics about game solutions, and success or failure in getting them to work.
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Tanuki
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Post by Tanuki »

I was playing this game in Dosbox and thought it looked real accurate for a game that is stretched.


So I pulled this from the net. It is listed as 320x200.







That is 16:10.



Dosbox scalar at 1920x1200




Dosbox scalar at 1600x1200




Over 10 years-old and it is native 16:10. 8)
Vroshnak
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Post by Vroshnak »

Wow, is this freeware now? I played similar games back then, but never this series.

http://www.mobygames.com/game/dos/realms-of-arkania-blade-of-destiny/
schlaufer
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Post by schlaufer »

And a great game as well - a real gem. ;)
Tanuki
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Post by Tanuki »

I picked up the trilogy cd. I have no idea if it is considered public domain or not.
Tanuki
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Post by Tanuki »

I think a lot of DOS games must have used this resolution. Here is another one.



I am almost positive the original Betrayal at Krondor is public domain. I need to hunt down a copy of the CD version for my collection. :D
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Ryom
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Post by Ryom »

Most of the old games looked just fine stretched. I'm playing MOO1 and MOO2 in Dosbox and they look great. Graphics card scaling or dosbox scaling makes them look way better too, rather than letting the LCD do the scaling :)
The_cranky_hermit
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Post by The_cranky_hermit »

Most DOS games use 320x200. I play a lot of DOS games, and I love the fact that the majority of them translate to widescreen so damn well.
Sweetz
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Post by Sweetz »


Over 10 years-old and it is native 16:10. 8)

Actually it's not really. 320x200 did fill the whole screen on old 4:3 CRTs. The pixels weren't square, they were rectangular. The graphics were designed with the intention that they would be stretched vertically when actually displayed.

You can see this in the Betrayal at Krondor shot. Those should be circles, not ellipses. On an old monitor it would look like this:
vs

So you actually are playing it stretched even though it's a 16:10 resolution. DOSBox doesn't account for this particular quirk of old display standards.
Tanuki
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Post by Tanuki »

Thanks for raining on my parade. 8)
The_cranky_hermit
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Post by The_cranky_hermit »

Actually, the majority of DOS games were designed to run with square pixels, not tall ones. Exceptions exist, but most of the games had artists who were using square pixels and took for granted that they'd be tall once the art was displayed in 320x200 mode.

DOSBox doesn't account for this particular quirk of old display standards.

It can if you want. Edit dosbox.conf, set "fullresolution" to a 4:3 resolution, set "output" to overlay, and "aspect" to true.
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