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[Bug] HUD only works in Pixel Pro Mode #5

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bigger0gamer opened this issue Oct 21, 2020 · 2 comments
Open

[Bug] HUD only works in Pixel Pro Mode #5

bigger0gamer opened this issue Oct 21, 2020 · 2 comments
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@bigger0gamer
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If PSX -> Options -> Resolution Management is anything other than Pixel Pro Mode, the script HUD doesn't align correctly. This particular setting locks users out of scaling options (View -> Window Size has no effect), and makes scanlines display terribly (Config -> Display -> Scaling Filter -> Scanlines). The L3 menu still displays correctly however. Perhaps an option to hide the HUD and get value output in the lua console would be a good work around for video settings that haven't been tested against?

I was running the game with the Mednafen 4:3 option under Resolution Management, and got this:
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@AndreaJens
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Currently marked as secondary priority because of the workload required. Will be worked on for version 1.6.0.

@AndreaJens AndreaJens added the bug Something isn't working label Oct 21, 2020
@bigger0gamer
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I've been looking into this one, and best as I can tell, the problem seems to be just that the size of the screen (before scaling it to the window or based on settings in Config -> Display) changes with resolution modes. "Pixel Pro" has a screen size of 800x480, while the Mednafen Mode I would still prefer to use has a screen size of 320x240. So when you draw any text with an X position of 690, that fits inside Pixel Pro's screen size, but not Mednafen Mode. Really is just that simple.

Fixing for Mednafen Mode would just mean changing a bunch of text stuff to fit inside the smaller screen size, but then ofc it fucks with Pixel Pro and makes shit really small and stuffed into the top right. Supposedly, client.getconfig() lets us get the entire BizHawk config file or something, but I have not a damn idea of how to use it, but it should be possible to use that to get the PSX core ResolutionMode setting, then use different text values based on the mode.

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