> > Hm, maybe I should have read this more closely before I wrote my other response, > > because I think I see the problem now. What you are saying is that MAME is not > > circumscribing the game within the render_target bounds I provided; it is > > circumscribing a virtual screen that itself circumscribes the game, with the > virtual > > screen being the same aspect ratio as the original monitor of the arcade cabinet > for > > the game (or however else the layout file associated with the game tells it to be). > > It's more than that. I can tell by your language that you are still thinking very > narrowly about the variety of games in MAME. Some games have 2 or 3 monitors. Some > games have no monitors at all. Many games have non-monitor artwork. All of these are > taken into account and rendered to the target. A given game may have multiple > "views", which describe how those elements are rendered, and these are all > user-configurable from the video menu. Also whether or not artwork is rendered and > the rotation of the game are fully under user control. > > There are user options already available to "fit to screen" (see -nokeepaspect, which > ignores aspect ratio) as well as "zoom to maximize the screen but leave any side art" > (in the Video menu). If you want to force "fit to screen" on, that's your perogative; > you can just mimic the code in -nokeepaspect to get what you're after. > > Aaron
Thank you for your patience and your response. Yes it is much more complicated than simply thinking about a single screen game with no additional components in its view beyond the game screen.
I think that the -nokeepaspect option may be what I am really looking for. My goal is to fit all of the content of a view on the screen displaying that view without any unnecessary borders; but clearly alot of care has to be taken to ensure that unusual view configurations are respected.
Thanks again.
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