dsda: a little bit less logic and more notes

This commit is contained in:
feos 2025-05-30 23:52:15 +03:00
parent 6b9cf49e15
commit 8632e9d3be
1 changed files with 21 additions and 14 deletions

View File

@ -71,21 +71,28 @@ namespace BizHawk.Emulation.Cores.Computers.Doom
uint totalWadSizeKb = (totalWadSize / 1024) + 1;
Console.WriteLine($"Reserving {totalWadSizeKb}kb for WAD file memory");
var divider = (_settings.InternalAspect == AspectRatio._16by9
|| _settings.InternalAspect == AspectRatio._16by10)
? 3
: 1;
// when passing render_aspect to the core, we need it to treat native as 4:3
// that ensures FOV is correct on higher resolutions
// but when picking resolution we use original AspectRatio value as index
var renderAspect = (int)(_settings.InternalAspect == AspectRatio.Native ? AspectRatio._4by3
: _settings.InternalAspect == AspectRatio._16by9 ? AspectRatio._16by10
: _settings.InternalAspect);
// we already send exact resolution, but we also have to send aspect
// to control the automatic side effects:
// - we need it to treat native resolution as 4:3 aspect,
// that ensures FOV is correct on higher resolutions.
// - but when we send a 16:9 resolution that's too low,
// the core won't extend the statusbar, so we send 16:10 aspect to work around that.
// and when picking resolution we use original AspectRatio value as index
var renderAspect = (int)( _settings.InternalAspect == AspectRatio.Native
? AspectRatio._4by3 : _settings.InternalAspect == AspectRatio._16by9
? AspectRatio._16by10 : _settings.InternalAspect);
// resolutions are divided by 3 because lowest 16:9 resolution whose width
// is a multiple of native (corrected or not) is 1280x720.
// to still support 1x as a basis for every aspect we use
// roughly 1/3 of that for 16:9 and 16:10. it looks bad on low resolutions
// but it's not meant for them anyway, so 3x is where it shines.
// so whoever wants vanilla feel will use 320x200 and upscale in frontend,
// and modern people will use widescreen on some high resolution
_configFile = Encoding.ASCII.GetBytes(
$"screen_resolution \"{
_resolutions[(int)_settings.InternalAspect].X * _settings.ScaleFactor / divider}x{
_resolutions[(int)_settings.InternalAspect].Y * _settings.ScaleFactor / divider}\"\n"
_resolutions[(int)_settings.InternalAspect].X * _settings.ScaleFactor / 3}x{
_resolutions[(int)_settings.InternalAspect].Y * _settings.ScaleFactor / 3}\"\n"
+ $"render_aspect {renderAspect}\n"
+ $"render_wipescreen {(_syncSettings.RenderWipescreen ? 1 : 0)}\n"
+ "boom_translucent_sprites 0\n"
@ -228,10 +235,10 @@ namespace BizHawk.Emulation.Cores.Computers.Doom
private readonly Point[] _resolutions =
[
// order must match AspectRatio values since they're used as indices
new(320, 200),
new(960, 600),
new(1280, 720),
new(1280, 768),
new(320, 240),
new(960, 720),
];
private readonly int[] _runSpeeds = [ 25, 50 ];
private readonly int[] _strafeSpeeds = [ 24, 40 ];