For best results an 8-bit game emulator should be drawing into a canvas sized to the game's original size as designed, and then scaling that to a rendering canvas whose pixels match device pixels as closely as possible, using a custom scaling algorithm designed for scaling pixel art. (See http://en.wikipedia.org/wiki/Image_scaling#Pixel_art_scaling_algorithms.) For the former step, the canvas backing store size is fixed and does not depend on zoom ratios in any way. For the latter step, using a zoom ratio that includes page zoom is better than using one that doesn't (even if the rendering canvas's buffer size is required to be an integer multiple of the game canvas). Rob -- Jtehsauts tshaei dS,o n" Wohfy Mdaon yhoaus eanuttehrotraiitny eovni le atrhtohu gthot sf oirng iyvoeu rs ihnesa.r"t sS?o Whhei csha iids teoa stiheer :p atroa lsyazye,d 'mYaonu,r "sGients uapr,e tfaokreg iyvoeunr, 'm aotr atnod sgaoy ,h o'mGee.t" uTph eann dt hwea lmka'n? gBoutt uIp waanndt wyeonut thoo mken.o wReceived on Friday, 22 November 2013 23:22:44 UTC
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