Thread:Ultrasonic9000/@comment-27441478-20161204050217/@comment-27441478-20161221032213

Ultrasonic9000 wrote:

As for the example, let me explain with this image (granted it works best when multiplying its size by natural numbers): I can do one better, and with a comparison too.
 * I open it in my computer's Paint program or copy-pastes it into Paint.
 * I mark the entire image (like with Ctrl + A)
 * I right click on the image and choose "adjust size" (if that is what it is called where you are)
 * I set the adjustment to percent and keep the length-width ratio on.
 * I increase the size by for example 100%, and bingo: a larger image with no pixel out of place.

This time instead of 2D image sprites, I decided to up it notch by rendering 3D in Sonic Rush Adventure of Marine's House

US9000 & Genesjs you gotta admit both images are of the same source and size, but one of them is less of an eyesore.

http://imgur.com/a/ppu5R

The original DS uses Nintendo-designed native "SoftRasterizer" which does a primitive job by todays standards compared to OpenGL 3.2 which comes with the emulator.

For the original untouched image, I didnt need to stretch it to take a screen shot on a secondary software, I only made it full screen and even then it still looks very terrible and for smaller objects, difficult to see. If we could take screen shots of enlarged images like that by going full screen on a 1920x1080 monitor then go right ahead, but it wont turn out as good as people think it would.