. /../Running Noctis in a Window/ 1
written by Generis on Jul 27, 2011 19:22
Hi folks.

Just wondering if Nosctis can be run in a window? With a widescreen monitor it stretches the gameworld a little and I think the visuals would be sharper if I could run it in a window.

Cheers,

Generis
r'lyeh sweet r'lyeh
written by Neuzd on Jul 27, 2011 20:02
I don't think vanilla Noctis can run in a window, the only version that could was in fact the windows port of NICE.
Anyway, in widescreen you actually should get more correct proportions than on a 4:3 monitor, because the original DOS screen size is 320*200, which has a ratio nearer to the proportions of a widescreen monitor.
written by Cryoburner on Jul 27, 2011 22:24
Actually that's not quite true. ; )

While Noctis does indeed use 320x200, it's rendered under the assumption that it will be stretched to a 4:3 aspect ratio. Take a closer look at screenshots, and you'll notice that round objects like planets and suns appear a bit shorter and wider than they should. Resize them to 320x240, and they'll become perfect circles. A 16:10 monitor will match Noctis' native aspect ratio, but Noctis wasn't meant to be viewed at that ratio, so things will appear a little stretched, just as they do in screenshots. If stretched to fill a 16:9 monitor without black borders along the sides, then objects will look even more elongated, to the point where planets appear almost twice as wide as they are tall.

One solution would be to run Noctis in DOSBox, which includes a solution to that very problem. Using D-Fend Reloaded, the option appears in the graphics tab as 'Keep correct aspect ratio'. There are also settings there to select the scaling method and amount, if you don't want pixels stretched to fill your screen. Just note that many systems aren't able to run Noctis IV in DOSBox at a reasonable framerate. Older versions of Noctis (I, II, and III) are a lot less resource demanding though. Those can be found here, if Noctis IV doesn't run well for you in DOSBox, or if you just want to see what they're like.
r'lyeh sweet r'lyeh
written by Neuzd on Jul 27, 2011 22:40
Cryoburner said:
While Noctis does indeed use 320x200, it's rendered under the assumption that it will be stretched to a 4:3 aspect ratio. Take a closer look at screenshots
Mmmh, that's the case then. I'm so used to watch screenshots, play Noctis in fullscreen or in 320*200 window (more on this, later) that that's what I normally assume to be the "correct" look.
In fact the last times I played it on a 4:3 screen I had the opposite sensation.

One other option to play it in a window is to use VirtualBox and the VNoctis virtual disk Megagun made but, again, you get an exact 320*200 gamescreen, so it still won't look as Cryburner was suggesting Noctis should look like.
written by Cryoburner on Jul 28, 2011 01:13
Well, I think either the 4:3 or 16:10 aspect ratios look fine. The only place where the stretching really stands out is when viewing stars or planets up close. I haven't yet tried playing at 16:9, but that might be pushing it a bit. : )
r'lyeh sweet r'lyeh
written by Neuzd on Jul 28, 2011 01:42
You're right..and not only you, I'm right, too : P
And that's because I just realized my monitor resolution is set to a 16:10 ratio.

should I go "oops"? : P
written by Kristos on Jul 28, 2011 15:44
I've grown kinda attached to my elliptical planets. (I play fullscreen on a 13"x8" monitor.) (Monitor pixel resolution = 1280x800, btw.)
????
written by Malkom on Jul 28, 2011 15:53
When I play Noctis, I play on DOSemu on Ubuntu. Don't really know what resolution that is. It's in a window.
written by Kristos on Jul 28, 2011 17:20
You could always printscreen, then measure it with an image program. But more importantly is the apparent aspect ratio, which you would just get by using a ruler to measure the physical window dimensions.
????
written by Malkom on Jul 28, 2011 17:29
Couldn't you just measure how many horizontal and vertical pixels in an inch, then put one value over the other as a ratio?
written by Kristos on Jul 28, 2011 19:23
That would measure the physical aspect ratio of a pixel.
written by Cryoburner on Jul 28, 2011 21:26
There are apparently options to force a 4:3 aspect ratio in DOSEmu as well. Look in the configuration file for settings with the word 'aspect' in them.

A round object in Noctis will appear just as tall as it is wide if stretched to fill a 4:3 monitor, which is how it was originally intended to be viewed. At its 'native' 16:10 aspect ratio, a round object will appear about 17% shorter than it should. Stretched to 16:9, it will be 25% shorter, and at 5:4, it will be around 7% taller. Of course, most screens should support an option to maintain the game's native aspect ratio in fullscreen mode, and just add black bars at the edges of the screen.

Really though, I don't think it matters all that much in Noctis. Things like landscapes and trees don't have have a fixed width to height ratio, and the only animals that appear are pretty abstract. It's not like you're seeing humans or other recognizable objects from everyday life that would appear noticeably deformed. The only objects with a recognizable aspect ratio are the planets and stars, and one could just argue that they're being viewed through ellipsoidal bionic eyes or something. : P
ah didn't learn anything!
written by Selbio on Jul 30, 2011 06:23
Generis said:
Hi folks.

Just wondering if Nosctis can be run in a window? With a widescreen monitor it stretches the gameworld a little and I think the visuals would be sharper if I could run it in a window.

Cheers,

Generis
Try VDMSound, I think it was called. There was an option somewhere that I used to run it in a window. IIRC, it only did the original 320x240, with no resizing, though.
reading this thread
no members are reading this thread
. /../Running Noctis in a Window/ 1
32446, 10 queries, 0.082 s.this frame is part of the AnyNowhere network