>>6041163

You need to jump to the next integer to get enough horizontal res to actually make the shadowmask look okay. For SNES, 1460x1120 is the way to go.

>the fuck? why use 1460 horizontal?

The proper way to turn a scaled 8:7 image into 4:3 is to multiply the horizontal resolution (256) by the amount of times we want to scale it (in this case, 5), multiply by 8, divide by 7. So (256*5)8/7 This gives us 1462 and a messy remainder. Round it down 1462, remove the 2 for a nice even 1460. For the vertical resolution, we just multiply that by the time we're scaling (again, 5 in this case) for 224*5 which gives us 1120.

>but anon, 1120 is more than 1080!

Yes it is, 40 pixels will be off-screen, or 1.7% of the top, and 1.7% of the bottom. Thankfully, this is well within overscan, so we lose no important frame data, and get a much larger image to boot.

The resolution you're using (1196x896) has 1,071,616 pixels. The visible screen area in mine (1460x1080) has 1,576,800 pixels, or 47% larger on the same screen, and is scaled exactly as it should be. This gives you much more room to make shaders look decent.

>>6041393

Might be mixing it up with your GBC screen which was much grayer.