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
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